There’s more to game development than that. Setting, art style, gameplay loop, interface…
The argument being made is that a “proven” mechanism for monetization is getting in the way of developing other attributes of gameplay, as the
- get potential players aware of it
and
- then have them pay
Steps are made the focus of design, and only known existing formulas for the above encourage the
- invest some money
step.
A game with maps that were assembled at random from what some lead/executive thought was the best submissions out of a random assortment of amateur designs sounds like it is going to be crap.