Isn't it ultimately just a simple balance of how much time does it take to Win (however the individual defines that) vs. how Hard (again, individual) was it to get there?
I think it's been pretty well proven that an un-winnable game isn't very popular. So any new zed or mechanic must have a counter; so you can Win.
Since this isn't an mmorpg then there are real limits imposed by the players computers. So no thousands of zs onscreen at once, etc. And no sneaky humans tunneling in to steal your stufs unless PvPing.
Late game could be/add the 'further out from zero the harder...' model, but still ultimately has to be winnable.
They could also add a targetted radiation mechanic for late game where a zed blows up (or enemy airstrike) and contaminates a large area, potentially forcing you to abandon your entire base. Would folks like that? No idea. But it would basically just add more grind really, though just the thought that you -might- have to bail would change up playstyle.
Guess what I'm getting at is that any non-mmorpg games 'playthrough' is finite. And the devs have to decide how long a playthrough "should" be, and how hard. Add in the very real need to keep their game accessible to new players, the ones keeping the lights on so to speak, and you have some very hard choices.
Personally I've really enjoyed the Ravenhearst mod. More than doubled my playthrough time. The added complexity is really appreciated, to me.
Brings me to something I've been wondering about lately; how different are we across even a couple/few decades?
Not bagging on the younger folks, they grew up with wildly different tech than I did and it of course impacts their expectations.
No cell phones = having to plan multiple days in advance in order to spend time at a friends house after school if they didn't live near by.
No calculators so learn to do math in your head. No comps so all homework done on paper.
Hell, we cast aluminum in junior high & used table saws. Learned to weld, rebuilt engines, etc.
Recently learned that they no longer teach First Aid, even in high school. That blows my mind.
Point is there does seem to be a generational thing about 'patience'? or willingness to put in X effort to achieve Y. Not weighing in on what's 'right' or 'better', just noticing that there seems to be a real difference.
So, for me, more complexity is great. More planning? Great! More options, yay! Change up the "grind" but actually make it longer, sweet :smile-new:
Yet how does that actually work for a company that needs to be profitable? Unfortunately TFPs are in the same boat as Education. They have to sell it to the masses. And Participation Trophys are all the rage...