I also feel like a more open development for Beast could have seen people catching the issues that ended up causing a rewrite midway through the Kickstarter campaign (although it did eventually get caught regardless, and kudos to Matt for listening to the feedback as much as he did and putting in the frankly insane amount of work to do a full rewrite during the kickstarter). Here's hoping Dave Brookshaw decides to do open development again with Deviant like he did with Mage.
Beast is actually a very good example of how Open Development can work. Matt McFarland did significant rewrites, but I don't think he added anything that people actually
asked for, or at least nothing major. The rewrites responded to the major complaints which identified legitimate and critical problems with Beast - for example, that it lacked a central driving narrative - but they were in line with his personal vision of Beast as a game.
This wouldn't have worked for Exalted because people consistently demand things that fit their games, but that don't necessarily fit with other people's games or with Exalted's own narrative. This wouldn't necessarily be a problem - Ex3 is very much designed to be modified and adapted to people's individual tastes - except people refuse to acknowledge any explanation as to why these ideas don't work. Off the top of my head?
The devs announced that "magitech" as a term would be removed from the game and that First Age Artifacts would be reduced in number to make them lost vestiges of a by-gone era. People immediately complained about magitech being removed from the game entirely, which is not something that the devs have ever said. People kept complaining about this even after there was art featuring warstriders - basically Guymelefs, which are the most iconic examples of magitech in Exalted - as well as a book which explicitly dedicated a section to warstriders.
People demanded the return of the Creation-Ruling Mandate rules - rules for organizational management which are kinda-sorta similar to how Crusader Kings II works if you squint a bit - and then complained that Ex3 had no leadership rules, despite the fact that Holden repeatedly tried to explain that there were rules for leadership, but that Ex3 as a whole was moving away from a macroscale approach and that the leadership rules were instead designed for the sort of interpersonal political conflict you'd see in The Tudors, A Song of Ice and Fire, The West Wing, etc.
People complained about the changes to Infernal charms no matter how many times the devs explained that Infernal charms only worked in the first place because they deliberately exploited the broken core mechanics of second edition, and that their charm paradigm wouldn't really work if the basic rules were designed properly.
People complained about the combat paradigm not being lethal enough, despite the fact that the devs explained that combat was designed for Star Wars-style fight scenes where Luke and Darth Vader spend most of the fight swinging at each other to gain the advantage and create an opportunity for a killing blow.
People complained about Quick NPCs not being detailed enough even though they're explicitly meant for one-off or minor characters who don't need to be fully statted.
People complained about Lunar Exalted being barbarians even though the devs explained that they were just using the barbarian
aesthetic.
People complained about the west being too isolated even after the devs explained that the west's isolation had significant economic and political implications.
People complained about the map being bigger even though devs explained that they wanted to make more room for people to drop new locations and to make things like sail more accessible.
People complained about the Yozis getting pushed to the background even though the devs explained that their prominence in second edition had overshadowed demons and other personal aspects of Creation as a setting.
People complained about Dragon-Blooded being weaker than Solars no matter how many times the devs explained that the power disparity between the different Exalted was being reduced.
Other people complained about
Solars being too weak compared to how they were in second edition even though the auto-win powers they had were one of the major problems with that edition.
Basically, Ex3 was designed to reset Exalted back to its factory default and build on that foundation, and a lot of people wanted to bring back the very same problems that caused second edition to fail.
This sort of thing is exactly why I'm withholding my excitement about the White Wolf/Paradox deal until I know more about how Paradox wants to deal with the IP. I am very interested in Paradox's vision of White Wolf games from
all of the game lines, even if they diverge from the tabletop games. If Paradox makes a Vampire the Requiem game that doesn't involve Humanity or touchstones, which I absolutely love, I'll be happy to enjoy the game on its own merits so long as it's good. If they want to make an Exalted game set in the Primordial War - which should never, ever be featured in the tabletop books - I'll enjoy that too. Hell, I might enjoy it even more
because it's something that shouldn't be part of the tabletop game.
I'm also interested in Dave Brookshaw's vision of Mage the Awakening. Actually, Dave's vision of Awakening is what finally convinced me to become invested in White Wolf. I'd gotten curious about it because of Vampire the Masquerade: Redemption, but I didn't really get what White Wolf was about until I read The Broken Diamond. Onyx Path - and now Paradox - have me as a customer because of him. I would be incredibly disappointed if Paradox leveraged its position to demand changes to Mage that might not even fit with the game's themes and narrative just because someone somewhere
thinks they have a brilliant idea.
I think I have brilliant ideas all the time and my supervisor has gotten pretty good at pointing how many of those ideas are absolutely terrible.
On the other hand, I would absolutely love it if Paradox was interested in learning more about how tabletop game development works and expressed their opinion about what ideas should be developed further; that's the sort of thing I find extremely helpful in my research. For example, during the Demon kickstarter, the draft had a sidebar about how the God-Machine hunts down the children of Demons for reasons unknown. The sidebar was scheduled to get cut because it was too grim, but people were absolutely fascinated by the idea of demonic children and Onyx Path decided to add Heirs to Hell as a stretch goal to the kickstarter. The writers came up with an idea, the readers thought it was really interesting, and the idea went back to the writers so that it could be developed further. That's the kind of relationship I'd like to see between Paradox and Onyx Path.