I think that's a rather vivid and over-the-top @nalogy for a browser game, but let's roll with that and go on your terms boss. If I'm the abused girlfriend who speaks out and tries to reform her boyfriend, then you're the abused girlfriend who does nothing, who has already been broken and just su.cks it up because she's happy that she has a boyfriend at all even if he's terrible. I could say the exact same thing to you – if you are willing to use such an extreme @nalogy to describe the devs, then why don't you just leave too?
No an@logy is necessarily perfect, but this @nalogy doesn't 100% mesh with the cir*stance because the relationship between an individual player and a company isn't in a vacuum. If we really want to make this accurate, then put the abusive boyfriend is in a polygamous relationship with 1000s of people, so that if some lucky girl actually DOES get him to change, it affects way more than just their relationship. It affects all the other ones too. Think of it like reforming a toxic family member. Not only do you have one less negative presence in your life, but the rest of your family doesn't have to deal with them anymore too.
Edit: Kinda hypocritical of me to bring up an equally vivid an@logy, huh? I'll add the disclaimer that this particular scenario isn't half as intense or important as the toxic family member example. I brought it up to make a parallel point regarding the mechanics of the dynamic, rather than the intensity.
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