The immediate thought that comes to my mind is the following
article, regarding the different positions that exist for a gaming environment even without a budget. The cornerstone for developers is that they develop and that they fall into a specific category. The main thing that seem to be missing from Pangaea atm are: developing. I'm sure some people want to be a GM thinking they can make some lasting change or impact positively, only to be dissapointed when they pass the threshold. There are some stark similarities but also completely different circumstances that exist between other games and Pangaea, most of them are common sense and easy to spot.
"It’s a balance. If you’ve got your head in the sand, you’re crazy; if you’re completely democratizing your design and trying to please everyone, it’s probably going to be pretty bland." - Good point
"The parts of the game where we’re doing something artistic or new, that’s our business. Literally. We’ll test it out on people and we’ll make sure it has the intended effect, but it’s up to us to decide what we want you to experience. It’s totally fine for an audience to criticize that experience but if they don’t like it, that doesn’t necessarily mean we owe them a favor." - Good point.
"Provided developers know when to listen and when not to, fan input is a definite positive." - Excellent point.
"Games are an interactive medium and that is a strength. Furthermore, modern games can be changed, tweaked, and improved post-release. These are strengths of the medium that movies, books, etc. do not enjoy. We should embrace these strengths not run away from them." - Valid point.
"While fan input is important and useful, being a slave to it is a recipe for disaster. Every recent MMO that I have played has fallen victim to this, and see-saw game/class balance is the result. As the story goes: ‘Hey developer, this is Rock. Nerf Paper. Scissors is fine.’ Good developers listen to their fans. Great developers know when not to." - Great point.