When considering investment, regardless of whether we are speaking in terms of labor, liquidity, or time, the question is never what it will cost but what it will pay and I think in a game concerned with choice and consequences the more reactivity there is to player input the more enjoyable the experience will be over all - and the more successful the title will be as a result. Of course, I was also in the military where neither difficulty nor danger are considered deterrents in and of themselves, merely variables to be accounted for.
I have to admit my perspective isn't often much appreciated in the civilian sector
