Nah.
I just like telling stories myself. And I don't like the idea of storytellers telling stories people pressure them to tell, rather than the stories they themselves want to tell. That simple really.
The narrative process and bug testing are not even comparable...
I'm not talking about bug testing. Bugs can be objectively bad. Playtesting is more than just bug testing.
I'm talking about art, critique, feedback, and artists incorporating that critique and feedback into their work. That is all subjective, unlike bugs, and story would fall under the art, critique, feedback cycle.
All art will be subject to feedback. If an artist didn't listen to a single other person's piece of feedback, their art will likely be shit. I can only speak as a game developer, where interactivity means that you need to get a lot of people's feedback to see if it works. I imagine every other art form is similar - you can't know if something is appealing to other humans until you show it to another human and they tell you what they think of it. This article is someone telling the artists (by artists, I'm referring to the entire team at ND) what they think of the little they've seen of the game so far, and how it relates to the first game. The artists can then take that feedback into account or not, based on context. That's how all feedback works.
I'm curious, since you say you like telling stories: have you ever shared a story with another human being and then listened to what they had to say about it? If not, have you made any successful stories? (I don't know if you write books, or what.)
What I am saying is. We, or the author of the article, shouldn't "pressure" or rally for them to tell the story we want them to tell or we want to hear. Let them tell the story from their hearts. If we love it, great, if we hate it, well, unfortunate, but at least its theirs.
I have always thought it was silly to let outside pressure dictate what stories we tell. Regardless of what the subject at hand is. To let the world and your environment influence what you write is inevitable. But when it gets to the point where you're saying "People want this to be the focus of the story" or "people want this character", you've failed in my opinion.
Oof. No. All feedback, unless it harms or threatens someone, is legitimate. It is not your job, or other people's jobs to determine what feedback is or isn't appropriate for a piece of art. It is the artists job to determine what feedback to listen to. Us game developers don't just grab any feedback we can and instantly incorporate it - please don't treat us like we're that stupid. Good game developers also know to listen to the problem someone wants solved, not necessarily the solution they suggest. So don't worry on that front either, we don't just take playtester's words at face value, we dig into it.
If there is no harm or threats coming from the person giving the feedback, why do you care? Naughty Dog is free to ignore it completely if they want. In fact, part of their job is to determine if they should listen to this article or not, based on the context (who wrote it, what ND's goals are for the game, how well their argument is backed up, etc.) An extreme example would be if a 90-year-old grandma played my action game. Her feedback wouldn't be that important to me most likely, as she is not my target audience. ND are free to do the same if they think the writer/writer's audience aren't ND's target audience, it doesn't match their goals for the game, etc.
You don't have to protect us game developers from scary, scary feedback. We decide what to do with it, not you.
And to the bolded: if you stick to that you will very likely not be a successful storyteller. Your sentence is a weird way to say "I have always thought it was silly to listen to feedback when making decisions on what stories to tell". Unless you're already a great storyteller, I dunno, maybe you can prove me wrong. Not listening to any feedback on your art is a terrible, terrible idea. No one is born with a sense of what appeals to humans when making art. That is learned through listening to feedback, among other things.
To the italicized: How the hell do we define that? If the game comes out and it involves a lesbian romance, how are you going to tell if it was from "pressure", or if it was from deep down in their hearts? If by deep down in their hearts you mean "without influence", well I guess they should hire a baby at ND for their lead writer, because that's about the only type of person in this world that isn't going to have been influenced by others.
It sounds like you just don't want Naughty Dog to bring a lesbian romance to the forefront of the game if that doesn't match their vision. Why would you worry about that? Ultimately they are the ones that decide if it matches their vision or not. ND are incredibly smart and talented, they're not going to just listen to any and all feedback and stuff everything that everyone shouts at them into the game even if it doesn't fit.