That's not what happened. From what I remember from the interview where he talked about it, the response was negative not because people felt it was boring busywork, but because they actually believed the mechanic was unreasonably punishing and screwing them over from completing the game. Players, or maybe just a very vocal minority of them, despise time limits in any form, no matter how reasonable or even trivial they are (see also the negative response to Fallout 1's time limit).
Imagine what the response would have been like if the spirit hunger was a more significant threat.
To be clear (since I obviously was sloppy in the prior post), my point wasn't that the reason the mechanic faced a backlash is because it was too easy to work around. You're right that (in certain kinds of games) players will object to anything resembling
challenge a time limit. But those haters were going to hate the spirit hunger mechanic no matter what. But if the mechanic had actually been meaningful, I believe there might have been offsetting
fans of the feature who might have counterbalanced the haters. After all, while people may grouse about the time limits in Star Control 2, Fallout, and Exile 3, people (e.g., me) also remember those features very fondly. I don't know anyone who remembers spirit hunger fondly.
Because we gamers are not passive watchers of movies and readers of books. we can actively avoid the horrors when we can.
Any enforced state of mind that devs want to foist on us will face a furious resistance~
That is of course true -- it's why so many players have trouble with AOD; it doesn't default to making you Superman who can do anything he wants, whenever he wants. "To me as an RPG player, there must be no limits. Any eforced limits will face a furious resistance." But I still think the best RPGs are the one that use their mechanics to emphasize their themes, rather than having story simply bolted onto generic mechanics. Thus, AOD's demanding combat is one of the ways it conveys the combustible, deadly nature of the setting. If the spirit hunger actually forced hard choices, then the game's mechanics would have conveyed why dealing with the spirit hunger mattered. But the game's mechanics made the player-character more like Magic Johnson -- sure he'd rather not have his sickness, which sounds horrific on paper, but it turns out that it causes no more than a nuisance in an otherwise totally over-powered life. Nothing in the mechanics of the game seriously suggested to me that my character couldn't have just indefinitely continued with the spirit hunger while running a highly successful chain of movie theaters and owning parts of storied sports franchises.
To me, terrible design has cutscenes or arbitrary rules in which the player has enforced constraints that make no sense in the setting. (E.g., a couple low-level enemies sneak up behind you in a cutscene and capture your companion from under your nose because LOL, it's a cutscene!) But
great design has rules that make the player internalize the narrative through the gameplay. There will be some players who still try to break the rules, just like there are P&P players who want nothing more than to derail the campaign, which is fine. But for the ordinary player, I still think such a design adds immeasurably to the game.