I have a full-time programming job and I have a 2.5 hour daily commute (round trip). I'm married and I have a 5 year-old and a 3 year-old and I want to spend time with my family each day. I need to work out 3 or 4 times per week. I own a house that needs maintaining and on the weekends I have errands to run -- oh, and I like to play with my children on the weekend too.
So I don't have a whole lot of time for playing computer games. Say I have 100 hours in a given year to play computer games (I'm making that number up, but it's probably not too far off the mark). I'd rather play a new game every 4 months than spend a whole year on one game.
I'm sure that people were bitching about removing actually useful shit. I mean who cared about medicine, first aid, gambling and shit like that?
People definitely complained about Fallout 3 having fewer skills than Fallout 1 & 2. I think that some people complained about removing those specific skills too (because it showed that combat skills were the focus of the game), but I'm not motivated enough to start reading posts from 2008-2009 to verify this.
Yeah, just like Terrarria, home decoration with generic NPCs. Generic NPCs that you'll be able to find into normal cities because there is no way they'll be forcing this shit on non-autistic people. Impact on the world? The city is build on player, which means that it will be completely generic, which means that NPCs won't react to it by anything else than "Oh there is a city in [generic location]" "Oh, a city in [generic location] was attacked, how horrible". What's the point?
You've gotta use your imagination with some of this stuff. What's the point of any of sort of reactivity, as you know that the non-generic NPCs can only react to things that the developers thought of in advance and had the time and ability to script? Building a new town in the middle of the wasteland can provide an illusion of making in impact on the world, even if it doesn't have a measurable effect on anything else. CRPGs are all about selling that illusion.
Upon discovering a new fighting game some players will try to set up a camera to look under female character's skirts. Some call them perverts, I call them amateur movie directors.
True story: This is exactly what happened during one design team meeting when I was working on Max Payne 3. We had just gotten some production-ready artwork for the opening level of the game and one of the leads turned on the debug camera and started looking up the dresses of the female characters.
A home base to store your shit is good. A house-building mini-game just drains resources from gameplay features in order to please people who should really be playing the Sims instead of whatever crap they are playing.
Like I said, the engine probably uses a run-time world editor anyway (so the designers can build and test their maps without having to recompile and restart the game), so this functionality is already in place. They've just added a streamlined UI and some restrictions on what objects you can place in the world.
Logical fallacy. The people who are working on the house building mechanics are very likely to be dedicated strategy game designers who wouldn't be able to work on the RPG portions anyway. As for the possibility of financial drain, the general line of thought is that any marketable feature ends up paying for itself.
Design teams often have a few members who work on the game mechanics and systems while the rest build the "levels" or gameplay areas. The building mechanics are probably something created by one of the gameplay designers when he had a few spare moments here and there. It looks like you're just acquiring raw materials and then spending them to build structures; the system looks fairly self-contained, so it would have little impact on the core gameplay balance. I very much doubt that they hired a dedicated strategy game designer just to create this.