One of the better, to me, telltale game design decisions companies make that indicate how they feel about their game is what they do with leveling speed. This crosses many kinds of games, from MMORPGs to single player RPGs where character development is an important aspect to the game.
I have seen more and more games design into their play ways to "level faster." There may be potions players can buy. In MMOs, there may be zones that give more XP for playing there. Take Skyrim and the first 3 Standing Stones (Thief, Mage, Warrior) they introduce you to: Faster leveling for whatever playstyle you want to engage in.
This tells me one thing: The company wants the player to skip through all this content they took years to develop.
On one hand, it is the players that are asking for this. They want to beat the game and move on to the "next big game" either out or soon to be released. These players just do not have the time to invest in gaming anymore, or cannot focus on any one game for any great length of time.
On the other, why spend all this time and effort creating a world to adventure in, quests to engage the players in, and all the other things a company puts into their games? If you give players a way to "bypass" all this content, they usually will. With Skyrim, it took me 4 or 5 playthrouighs before I STOPPED choosing one those standing stones when Ralof or Hadvar ask. It almost seems like the developers do not have confidence in their designs.
Is it rocket science to ask, "If you want players to play the content in your games, why give them (sometimes multiple) ways to bypass it, or get through it faster?"
Thoughts? Reprimands? Additions?
[EDIT]
In Skyrim, I never stopped playing because I ran out of content. Ever. Why push me through it even faster?