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Unfathomably based take.
This got a legit laugh from me, should totally be your sigIt's not a bait if you ain't a prey!!! Be da hunter!!! lolol
I used to be very elitist and say that they ought to make games as hard as they used to on the original Nintendo.Thank you for letting me enjoy my baby games
Wouldn't call it gatekeeping, this is "balancing" the learning process of acquiring any skill implied by the mechanics a game is tied up, this relates to thoughtful game design cus the learning process doesn't have to be all pleasure (in fact it never is, we only take a step towards learning something when we realize our own knowledge is partial... that's firstly and foremost a shock). Most games nowadays tend to eliminate the friction of said learning processes just cus this is overall the current trend capitalism aims to sell as a whole. That's the very idea behind the LLM fantasy.Most people will never put in the time & effort to learn such a thing, and I think a certain degree of 'gatekeeping' via difficulty curve is a good thing..
Which even makes me think WHAT WOULD HAVE BEEN of all those pit modified games without cheat engine lmaoJust play normal or the way the devs meant.
If you need an easier mode to enjoy then why not. If you want more difficulty the same applies.
People gatekeeping just have an ego problem, or are you afraid of caving in and 'cheat'.
If business, market analysis, A/B testing and all the shit they do now wasn't a thing, you'd be playing some seriously fucking hardcore games. The way the developers meant.or the way the devs meant.
It really depends on the game (I know smile and wave answer) but really some can get very hand holdy on easy mode.
Not really . Alot of arcade-games had the NES-ports that were a starter to the arcade genres like shmups with capcoms 1945-series , Gradius and other games back then . Later came the beat'em ups like Double Dragon and bad dudes . Those were tough but still beatable and you know how these games worked in concept while getting the basic skill to play it .Yes, but beating the game with one quarter requires almost perfect knowledge of the game on top of perfect play. That usually requires spending a lot of quarters on the game to acquire that knowledge.

I'm surprised no one's really brought up the 'mastery effect' that often here yet. It just feels good to get gud at a game that you like and overcome the obstacles in front of you, its a fundamental part of being human is to play like this for mental stimulation. The way I see it is that even games meant to be easy have this element of overcoming challenge as its the basic fundamental function of a structured game outside of actual movie games, just done to a lesser severity or in a different way. Something like Stardew Valley isn't hard in the same way as DMC4 on Dante Must Die difficulty is, but it still has that element of overcoming obstacles just in a different form and severity; instead of focusing on immediate action and complicated controls, its about getting a really productive farm going through efficiency and planning to trigger that mastery effect dopamine, and I mean the mines can actually get pretty hard at the lower levels to be fair if you haven't been keeping up with your gear. Both kinds of games are valid as they're both ultimately video games, and there can entirely be games coexisting meant for different kinds of players; I'm not going to complain about the existence of Hello Kitty Island Adventure or call it bad game design just because I like the Ninja Gaiden series.
That being said, walking simulators aren't games you're just watching a movie, and visual novels aren't games you're just reading a choose-your-own-adventure book. There's nothing wrong with that, I'm just stating facts.