Right, this is actually starting to get entertaining now, so I hope GnaM can stray away from slightly inflammatory talk such as the use of the word 'pretending' to describe my sincere opinions and I will try and stay away from talking about respect. Thing is, he could get banned if he goes too far down that route, and I probably wouldn't, and that would hardly be fair.
There's nothing inflammatory about it, it's pretty matter-of-fact. My main issue with your attitude in this thread has been the insinuation that to avoid appealing to the COD/BF crowd is commercial suicide and that anyone who thinks otherwise is being unreasonable. Clearly, there have been projects which have avoided it and succeeded.
If you have these titles pointed out to you, and persist in the simple outlook that RO2's direction was the "only option" then you are, by definition, pretending; because other options are clearly out there. If you've ceded the assertion that it's the only option, then you aren't pretending. It's really up to you.
Arma 2 had a community of die-hard 'realism' mil-sim nuts who decried Day Z as a frivolous project that pandered to the casual 'I wanna shoot zombies' market. They felt it did this to the detriment of resources being spent on boosting their feeling of superiority as hardcore simulators who played the only 'real' fps. A laughable concept, when you think about it: unless your monitor puts a bullet through your head when you get shot or forces you to **** your pants when artillery lands nearby, it isn't capturing reality 100% faithfully.
Arma 2 was more realistic than RO2 out of the box, before any additional input from fans. There was no progression system. The game did not depict a specific historic battle in which many of the in-game weapons were never issued. You can point at random disagreements in the community all you want, but that doesn't change the fact that the Arma devs have produced 3 games without COD/BF-style compromises, have yet to go out of business, and sell at least comparably to RO2.
So, with classic mode existing, who exactly loses out if, for example, there is levelling for those that want it? It would be rather selfish for a few people who seem to define themselves by their imagined superiority over other players of the same game to insist that everyone must play by their rules just so they can feel good about themselves.
Yes, in a perfect world, the realism fans could just play Classic, and the casual fans could play Realistic, and everyone would be happy. In practice, the reality doesn't measure up to that ideal.
Unfortunately, the more modes you have, the more you split your player base, and the more confusing it becomes for new players to navigate. RO2's modes were not available from the start, slowly rolled out in a haphazard manner, and once added, players were discouraged from joining them via a warning message in the GUI. The differences between the modes are not made sufficiently clear - basically unless you actually come to forums and do a ton of searching, the most you are likely to know is that in Action Mode you have crosshairs, and in classic mode, you run preposterously slow.
In practice, the names of the modes themselves, and their expressed intent, does not align with what they deliver. Based on the names, one would assume that Standard Mode is the original version of RO2, which is more realistic than Action, but retains the progression system and other compromises. One would assume that Realism mode drops all the compromises in favor of realism, and that Classic is a straight port of RO1's gameplay into RO2, favoring slow-paced gameplay over realism.
Instead, Realism Mode is just "Standard Mode 2.0"; it delivers a few minor improvements to the base game, but retains most of the same unrealistic features. Classic mode is like "Realism Mode 2.0"; it strips out the progression system and features a retarded sprint, but is otherwise almost identical to Realism Mode and plays nothing like RO1.
Personally, as someone who only bought RO2 in December 2012, I assumed in the beginning that Classic mode would include all the features which made me quit RO1; horribly exaggerated SMG/LMG recoil, horribly exaggerated sway, and lung cancer stamina. I basically just went on Realism servers because I assumed it was the most realistic mode available. It took a few months before I actually gave Classic a chance and realized that it lacked the RO1 elements I was avoiding, and that its main purpose was instead to drop the progression system. Now that I know that, I play Classic when it's available, but much of the time, I'm still forced to play Realistic, because the few Classic servers around are empty, full, or high ping.
I'm sure you'd prefer to believe that Classic mode is only unpopular because no one wants to play without a progression or unlocks system, but I'd argue it's unpopular due to the haphazard way it was introduced. You cannot put a number on how many people would be playing Classic now if it'd been available from the beginning, or free from the distraction of other misguided bandaid-fix modes, or had a better sprint solution, or if it were called "Realistic" instead of "Classic".
Really, since the modes are not named in representation of what they actually deliver, their server populations are not an accurate "vote" or depiction of what players actually want from the game. A lot of people only play Realism because they've assumed it's the most realistic, or because they've assumed Classic is a straight port of RO1, or because Classic's sprint is broken. The number of people with the patience to come to the forums and research these details is relatively tiny.
Due to all these factors, players who would prefer no progression system have not been given a fair shake; Classic's botched introduction has hurt server populations. We don't really know how many people would prefer a progression-less game if it were actually done properly. We also don't really know how many players would be willing to adapt to a progression-less mode if it were the only option.
Right now, you've got a group of casual players who get to play the way they want, a group of hardcore players who have to adapt to the casual play style in order to play at all, and a nebulous group in the middle who aren't as aware of the differences or may not care either way. How is it so much less fair if the hardcore and casual players swap places, so the hardcore get to play the way they want, and the casuals just have to adapt?
If it were a majority of people who absolutely hated playing without a progression system and could/would not adapt, that'd be one thing, but I doubt the real numbers are cut that way. Currently, a lot of people play Realism mode just because it's there. If they argue against removing the unlocks or progression system or weapons like the AVT and MKB, it's often just because they are used to it. Now that the progression system was [unwisely] included in the base game, and some are used to it, taking it away makes people feel like they're being robbed a bit.
That doesn't necessarily mean that if it were never in the game in the first place, that a lot of people would have missed it. Many of these people are not that picky; if the game were made "classic only" even today, a few might quit, some would complain, but most would probably just adapt, because not playing at all is less fun than merely playing a slightly different version of the game.
Plus, there are so many games out there targeting fans of psuedorealism, it's not like the people who quit would be left out in the cold with nothing to play. From angle of "fairness" which you have brought up, it seems most fair to cede the game to the group which has the least number of viable alternatives.
Regarding the evolution of the RO franchise, at this stage the die is cast. It is not realistic to expect RS to dramatically change gears so late in its development cycle. Nor do we, its developers, feel it should.
In development terms, maybe it's too late to reverse things which have been coded out already, but I'd like to point out that there was really nothing conceptually stopping you from developing RS as a "classic-only" expansion if you wanted to. Franchises reinvent themselves all the time, and expansions are created to deliberately put a new spin on their parent title.
As I pointed out in another thread, today you've got games like Far Cry 3: Blood Dragon, which features an entirely different theme and atmosphere than the base game, omits the co-op play the game was partially sold on, and doesn't even require owning the base game in order to play it. In light of expansions like this, releasing RS with only one updated mode would be more than reasonable. Since it's an expansion, you could use the excuse that it didn't seem worthwhile to put the resources into building out the other modes if the expansion follows a specific direction which favors on mode over the other.
So I get that you guys may not want to, but I don't buy the insinuation that it'd have been practically impossible to do so, or entirely unreasonable, if this had been decided early enough in RS' development cycle.
I'd like to point out here that I am not the person who has used, or even implied the word 'idiot' in this thread.
Your attitude and the gamasutra link earlier in the thread were more than enough of an implication - essentially implying that no one in the thread could possibly have anything reasonable to say and that if anyone had any criticisms of the direction TWI has chosen, it had to be due to pure ignorance. If that's not inflammatory, I don't know what is. As a developer, if you're only going to go on your forums to make fun of your fans rather than answer their questions or explain the decisions behind your product, then you're really just trolling your own audience.