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> It is like saying having a gluten free option on the menu takes away the enjoyment of a meal's target audience. Having a gluten-free option takes away resour
by anal_reactor 18d ago
> It is like saying having a gluten free option on the menu takes away the enjoyment of a meal's target audience.
Having a gluten-free option takes away resources from other parts of the restaurant. Considering the fact that gluten allergy can be pretty serious, having gluten-free options means shitload of money spent on making sure there's no cross-contamination. Money that could be invested in better croissants for example.
Anyway, easy modes shift and break the game. It's very visible with GTA for example.
Savehouses in GTA III, VC and SA are very memorable because the game forced you to go there pretty much after every mission to save. In GTA IV we got autosave after each mission plus GPS which means we don't remember shit from what Liberty City looked like and especially we have zero emotional connection to savehouses. Technically you could go back to the savehouse just to save, but really, you didn't. You could turn off GPS in options, but really, you didn't.
There was this one fucking mission in GTA VC where you had to fly a toy aircraft but controls were fucked and after every fail you had to go through this over and over again. It was memorable because it was annoying. In GTA SA there was the famous line
> All we had to do, was follow the damn train, CJ!
As a result of a broken voiceline where Smoke told you to get closer while in fact you needed to get further away. The fact that after each fail we had to do the mission again from the start made it frustrating, but also memorable.
In GTA V we have mission checkpoints. All friction has been removed because general audience hates friction.