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To be fair, it kinda makes sense. The person best equipped to criticise a game or work is probably often someone who's experienced it for the longest. That way, they get to know all the things that don't add up, get repetitive on repeat playthroughs, various UI and UX annoyances that get worse the more you experience them, etc.

There's a reason the biggest fans of a game or film or TV series tend to give some of the harshest criticism, and why the most active users of a tool or program tend to have the most to say about it.

At 8000 hours, most players have lost any connection to the design intent of "game" they're "playing" -- they've lost any intentional sense of pacing, any intentional sense of discovery, and have almost by definition disregarded any intentional sense of conclusion or completeness.

They're engaging in their own idiosyncratic experience with software that doesn't work exactly the way they now dream, but is apparently closer to what they want than anyrhing else.

In the general case, their insights are going to be a curiosity and might sometimes happen to coincide with a more broadly experienced flaw in the design. And of course they may be right on target for whatever few other "8000 hour" players.

Playing a game or using software a lot can give you some deep insights into it. But there is a crossover point where you spend so much time with it that your relationship with it isn't very related to anyone else's anymore, and your insights likewise become less relatable.

It's an online multiplayer PvP game. There is no pacing, conclusion or completeness like a single-player "estimated 40 hour playthrough" game, discovery is a metagame, and a review veering into historiography can add relevant and useful information for prospective players because of it, not in spite of it.
Uh, it can be multi-player. But the single player campaigns were the business, IMO.
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