9tailedflame said:
Honestly though, I think it does players a disservice. People here talk about skill like it's some intrinsic thing people either have or don't, and that's simply not true. Skill is something you learn, something you cultivate, something learned through ttial and error. A big part of games is developing those skills. some of my fondest memories of games are beating a toigh boss after counless failures, after trying different tactics, researching strengths and weaknesses, watching attack patterns, seeing openings, and perfecting your ececution. Anyone can do these things, and people robbing themselves of the feeling of watching that boss finally collapse at your feet, the tension of wondering if it's a fakeout, and FINALLY seeing that victory screen is an incredible feeling. It's just really sad to me that people are giving that up because they don't believe in themselves or lack patience.
Then there's those bosses that are frustratingly designed, balanced, or use mechanics a player never sees again, or mechanics that are rarely used and the player just doesn't like. Those bosses that are just a little too much RNG or require an hour or two of grind before being able to be reliably taken down. Those bosses that require specialized skills or spells that maybe you didn't get but the game doesn't allow you to respec, so the player only then discovers they've got to either bash their head against a wall or start the whole game over again.
I've had the feeling you describe, but I've also had plenty of times where I struggle, developed skills, practiced patterns, grinded for hours, and ultimately, when the boss finally goes down, when I see that victory screen, I feel nothing.
Maybe a vague sense that I wasted my time, that the game I previously liked is now tainted by this one experience, that I was prevented from getting back to the parts I liked about the game, maybe even that I don't want to finish the game anymore, or at least take a break before coming back to it. Even games I really liked in hindsight, I can name examples, of areas, bosses, mechanics, or levels that I would still skip even after beating the game, because they sucked, or were frustrating, an unnecessary difficulty spike, things that prevent me from playing through that game again.
Also, is it worth robbing someone of experiencing the rest of the game, all of the story, gameplay, or other senses of achievement or accomplishment, just to force them through one particular part for a sense of accomplishment that they may not even have if they do it in the end anyway.
I find it's rarely that people lack patience or don't believe in themselves, more that people don't get the same levels of accomplishment or satisfaction from different parts of each game, one man's rush of accomplishment at beating a difficult challenge is another's, "well never going to do that again, that sucked".