The sensible way was always that Freeholds in GOOD spots were hard to get, and you could strike out to a far Node and have your own much less 'good' place, and at some point there would be people who would consider that 'not worth the time or effort' because it wasn't their play
style
. This is the healthy way.
Maybe I'm just too jaded about this, but I've always seen freeholds as something that guilds will just buy out as soon as possible. Any and all of them. Freeholds always had artisanry related to them (iirc), so they always had at least some intrinsic value outside of the "my pretty house in a pretty place" lifestyle. And anything that has value will be stolen by those who have the means to do it. And guilds always have those means.
This doesn't play out this way in the other games I have similar experience with.
This happens because of bad economic design. It's the same as IRL markets.
Also when I say 'hard to get' I meant time investment, possibly into the Node itself.
This is definitely a 'I don't have a Lead Economy Designer' tier decision, but explaining it would require a Lead Economy Designer, wouldn't it...
It doesn't matter if Steven goes back on it if Steven has the same wish for the type of world he wants and/or doesn't understand why this choice is suboptimal even for his own goals. Or maybe Steven's goal is explicitly to have this type of experience be the norm. I wouldn't rule it out, given his life experience as I know it.
Either way, it's not really worth the time to talk about. If the decision is fine, then things will succeed. If it isn't fine, it's 'bad enough to have brought into question if Steven intends for this game to be enjoyable to many players'. Which, frankly, he probably doesn't, or at least doesn't think in terms of 'enjoyable' in the way most people do.
Peasants and serfs irl have to be pushed really far to revolt because they only get one life, they don't have choices. In an MMORPG, quitting is easier than organizing a revolution.
This is a design principle that must be accounted for when making this game type.