Great, we're arguing over an optional videogame feature that doesn't affect your gameplay nor forces you to use it. What's the big deal about it?waffle57
Correct.
People who can't see the use of this are like people who can't see the use of having basketball hoops at lower heights so kids can play too, and actually get the ball up by the rim. Sure, we could have 5 year old basketball games with 10' hoops that end up tied 0-0 ... but the point is play and fun, and if some people cannot handle the standard difficulty - after 8 failed attempts - they have an option, JUST an option, to get help.
Sheesh, cheat codes exist for tons of games ... and differ minimally from this concept. Same with game guides, youtube walkthroughs ... people have been getting help for games for a heck of a long time now, and plenty use cheats. Why is it offensive to add a Super Guide to replace the prior methods of dealing with game difficulty?
Difficult games are becoming a smaller niche in the gaming market. Should it progress to be a smaller and smaller niche ... or should all games be hard, some giving a helping hand or provide a walkthrough?
I'd prefer all games be hard, with help for those who get stuck. That gets us the games we want, and allows newer or less devoted gamers to play them, understand what it takes, and gets us our high-production-value games at difficulties we prefer. Seems like a win-win situation to me.
Evidently other folks would prefer difficult gaming becoming a small niche group, with less and less offered to them [as sales of accessible but difficult games will no doubt dwarf difficult-no-help games]. If a game I like offers a Super Guide, and can sell millions ... I prefer that to selling barely a million and perhaps not getting a sequel or any further developments down that line. Do we want mostly Wii Play type titles, or do we want difficult titles that offer options to help those who get stuck? IMO, a no brainer.
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