This will be a crowd-funded project, however, rather than self-funded or corporate-funded.
Therefore, the crowd (whichever side) has every right to ask the questions or to tell them what they would love to see or not see early before committing to the project.
Developers don't have to create the game in accordance with what people like, but they need to be aware of their audience's different preferences.
Then, they can decide on which direction their game will go.
We seem to be talking "past each other," here. Interpreted one way, you seem to be agreeing with what I said previously. Interpreted another way, it seems my point was missed entirely. On the chance I failed to communicate properly, I will try to clarify what I said above.
When you look at the history of videogaming, and those developers who were the most successful in creating great works of art which also sold well, you see that they had a common approach.
1. Have a clear vision about what you want your game to be.
2. Have a clear "road map" of how you are going to achieve #1 before you start.
3. Identify your market (i.e. consumer base) and sell them on your concept ahead of release.
4. Use feedback acquired during the creative process to "fine-tune" and/or "tweak" your game's final form.
5. In cases where feedback conflicts with #1 (or goes against your instincts), remember that you are the artist and are therefore responsible for the end result.
That is how professional developers make games. Using that approach greatly encourages success, and a recent example of it would be Divinity: Original Sin 2. As for those games which are pushed "this way and that" by the demands of customers and/or publishers, they tend to be sub-par and unfinished. Both Kickstarter and F95 are littered with examples of that. I doubt that every developer who shows up on F95 plans on making a living creating videogames, but some might be more serious about it than others. That is why I commented. Also, I hoped that by sharing the information I did, it would give those not involved in the industry a better appreciation for the creative process and encourage them to cut the dev's some slack.