According to Brown, working on an MMO is different from working on a single-player title because one encounters -- and invites -- a lot more feedback on an ongoing basis. This turns out to be a double-edged sword: It can be disruptive to the team's schedule and require a lot of extra work in response to concerns and issues, but the feedback can also result in a much better product all around.
Ultimately, Brown feels as though the team is actually paying attention to the players: "There have been times when I've come into the office in the morning to find work done by an entire group of developers staying late the night before to fix an instance or invasion. Not because some stuffed shirt told them to, but because they care, and just like the players in our alpha/beta, they want to make the best damn product possible. The only way to do that is to listen to your customers and react."