How suggested features die 'miserable deaths'

One of my recurrent question in my interviews with Wesnoth developers, contributors and users relates to negotiations between users (and their wishes for game improvement) and developers (and their efforts to improve the game).

Being a quite mature project, Wesnoth already developed its own governance mechanisms to deal with users' feature requests. I consider the Why doesn't Wesnoth have my favorite feature FAQ as an artefact of this maturity, however the way in which this disclaimer plays out in practice, in the daily life of the project, is of interest for my research and it does not show in the FAQ.

As of now, the account quoted below is one of the best description, I received during my interviews, of how ideas get suggested, discussed, implemented/rejected in the Wesnoth project.

On features suggestion - Quote from the field


"People have a lot of ideas about how Wesnoth could be improved. Some get turned down because they're bad. Some get turned down because they're not possible. A lot get turned down because they're already possible to do in an add-on. But some get turned down because of “developer preference”. Those are things where the developers just like something better a certain way." (Wesnoth contributor, 12/06/2011)

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