Two entirely different questions:
How do you feel about ...
and
What do you think about ...
The topic matters not one whit - for the moment, let's pretend I asked you about the use of crossbow in game combat sessions. Or the secession of Georgia as passed by ordinance at the State Convention in Millegeville in January 1861 (probably a bit before your time). Or chunky peanut butter as an ice cream topping. Or the impact of hybrid automobiles on the crude oil prices over the next fourteen months.
Matters not. See why?
As an experiment, I asked a player two questions, in a particular order. I asked a different player the same questions in the opposite order:
Player A:
Q: How do you feel about crafting systems in most text-based games?
A: Fine, they're ok.
Q: What do you think about crafting systems in most text-based games?
A: I just said .... fine, they're ok.
Player B:
Q: What do you think about crafting systems in most text-based games?
A: (and I'm paraphrasing for the sake of the paper supply of the world) Well, for the most part, the ones I have worked with have been a real painful experience. They take too much downtime, require too much repetition for not much of a reward, and give very little feedback about what you're doing. It seems to me like the crafting systems were grafted on after the fact, with not much attention paid to what the player wants.
Q: How do you feel about crafting systems in most text-based games?
A: I feel wary and negative, for the most part, and not really enthusiastic about them.
Ah-HAH!
Now, I'm no psychologist nor behavioral sciences guru - but if I had to put forth a theory, I'd say that asking someone what they feel (first) tends to elicit short reactive responses which then shortcircuit the thinking that would otherwise have gone into the question about what they think, had that question been asked first. Asking a person what they feel triggers an emotional reaction which can easily be expressed in very few words.
Asking a person what they think, however, triggers a sequence of thoughts. Those thoughts chain together in all their synaptic splendor to form sentences which can then be used to convey the more useful response.
Somehow I get the sense that, in some cases as game designers, we ask these questions out of order - and when we do, we get what we ask for. Not that I suspect that the questions should be limited to 'thinking' questions and 'feeling' questions - far from it. I believe that both elicit responses of great value, particularly when it pertains to game play.
The next question may be: how much of gameplay is thinking... and how much is feeling - emotional reactions and responses in rapid succession which emulate a strategy?
(By the way, to a guy with a newspaper up in front of his face, or a game of Empires of the Skeletal Horde on his screen, the order of the questions probably doesn't matter much ...
Q: Honey, what do you think about having spaghetti for dinner?
A: Uh huh ok. (sounds of skeletons blowing into bits)
followed by -
Q: Honey, how do you feel about having spaghetti for dinner?
A: Ok uh huh. (sounds of newspaper pages turning)
... the synapses are already busy *grin*)
So.. what do you think (or feel) about that?