John explains elegantly why my sense of accomplishment in a game like Demon's Souls is far and beyond many of today's offerings (exemplified in this exaggerated College Humor video). Anxious as he is for the design philosophies of yesteryear, he should consider the upcoming Dark Souls.
I miss games that not only require you to think, but also force you to develop the skills and reflexes to execute your plan. The most ominous degradation is the modern-day shooter. There was a time when a hit was a hit, not a signal to go for cover until you regain your lost health.
I remember losing men and women while playing Rainbow Six. The honest gamer in me (the part of me that plays games as they were meant to be played) mumbled a curse word and then ventured forth. Having an untarnished roster at the end of the game would have to wait for the second play-through.

It's every bit as fun as it looks!
Yes, we can create our own metagame to make things more difficult for ourselves or simply play on a high-difficulty setting, but why choose such a thing? Why put ourselves through the aggravation when there is an easier road? The choice is up to the gamer.
There was a time when I would decide to do a minimalist play through of past Zelda games, but once I grew to a certain age, I lost the time and patience. Gamerscore and trophies are all the metagames I allow myself at present. Some of them are tough as nails (Modern Warfare’s “Mile High Club” comes to mind instantly), but for the most part, they’re just time consuming. Time does not equal difficult.
If I’m being honest with myself, I suppose I’m grateful for the choice of difficulty settings. The part of me that has other things to do doesn’t need the constant aggravation of difficult video games. As fun as a well balanced, hardest-of-the-hardcore game can be, not many people have the time.
I don’t want every game to make me work for every inch. Occasionally, though, I wish the only option was to get my butt kicked by the masochistic hands of unrepentant developers. Every now and then, I don’t need (or want) the luxury of a safe word. So, to Tomonobu Itagaki and whoever else gets off on making gamers work for it: Give it to me hard and make damn sure it hurts.
P.S. Battletoads hurts too much.
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