That's kind of the spirit we've lost as gamers universally. The whole point of a game in the first place was not mindless shoot-em-up bland fun. It was challenge. Without challenge, people leave a game. Even if they don't realize it, the challenge and accomplishment of overcoming those challenges is what keeps us playing games.
Castlevania was pretty fxckin hard back in the day. Or Contra. Or god damn frogger. It's why a fxckin plumber in blue overalls and a red hat eating mushrooms to get bigger even became a good concept. There was a learning curve, and a challenge. The puzzles in Zelda, were a challenge.
Challenges say "I bet you can't do this." And a human by nature is prone to respond in kind using reverse psychology to say, "Uh, yes the fxck I can." And solving a raid puzzle or finally beating an unbeatable boss gives that sense of accomplishment that comes from defeating challenge.
The opposite is what we have now. "Here you go. It's easy enough to get no matter who you are!" To which the human responds, "huh. Yeah. I guess I've already accomplished this." And they walk away.
I only reference the Souls series not as a fanboy (I suck at most of them and have only beaten a couple), but because they understand what challenge is. It means that something was hard to do, but not impossible, and you saw it through. That makes us feel good as gamers. Being handed the game and max level does nothing but make us feel like we've already done whatever there is to be done and move on to the next game.
So in spirit, the solution should be, stop pandering to the masses of short lived wallets and start offering us damn near impossible feats. Guarantee bungie would be scratching their heads at how fast shit turns around.
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