maninahat said:
That's an odd assumption to make. I happily skip things that are frustrating, repetitive, or just plain rubbish so that I can get back to the good parts. Enduring through a tough or unpleasant thing is rewarding, but in the balance of things there are times were I would be happier skipping it (and that possible of a sense of achievement) so that I can get on with the rest of the thing I like. I'm sorry that you find this to be weird, unacceptable behaviour that you have never exhibited in gaming or the rest of your life.
The point was there's no satisfaction in skipping, just relief that you won't be needing to do that anymore. You may even feel some guilt.
Apply this to challenging boss fights and it becomes really easy to just press the button. One thing I like about the Souls series is how many people come from it with stories of "I nearly threw my controller on that one boss, fought him like 30 times, but in the end I was victorious! This game is amazing!". What would you think would happen if all these people could just press a button and move on? I'll tell you: "Man this game is full of shitty fights, I'm happy I could press this here button and just not do them heh".
You may not like it, but this is what would happen. People do not generally seek adversity, as a group. Those who wouldn't use such actions do not constitute a majority of the playerbase. Those who would, probably don't know they can do it and thus choose to rid themselves of the uncertainty. In any case, the game would suffer for it.
Which also reminds me: how do you think developers themselves would design their games if this becomes common practice?
"Hey this boss has a bullshit attack that kills you half the time and there's no way to stop it"
"Who cares, we put a skip button on it, didn't we? If they don't want the challenge they can move to the next level anyway"
Yes, I'm saying developers are affected by their own design choices. It happens - it happened with Diablo 3's real money auction house as a primary example, and I'm sure it happens all the time, the effects are just not as visible due to us not knowing the circumstances behind development. Hell, it already happens in some games with many difficulty modes - I was bored of Devil May Cry on easy mode but had problems with it on normal mode due to the devs expecting you to play it on easy first, then normal, then hard etc since the upgrades carried over. So I had to endure through a boring game to get to the good one in a manageable way.