One principle of game design that I struggle to verbalize properly is "don't make the users suffer for something that is hard to do for the developers". I am not sure how to express it in a more concise way, but I find often that many gamedevs have the attitude of not wanting to do something because it's hard or annoying to maintain for the developers, even if it has a clear value for the player. I feel like there should be an easier way to express this.