While I'm generally in favor of gaming (but not necessarily games) being more accessible, and critical of gaming elitism, this article seems like such an unnecessarily dramatic shift to the other side that I can't fully agree with it.
-For one, video games are not movies,
books, or music. Even if you want to make that comparison, a person who skips through entire parts of movies, books, or songs on their first experience and sometimes beyond will usually be looked down upon by those who actually experienced the media as intended. Sound familiar? While it's nice and empowering to have the option to do whatever you want, one must be mindful of the fact that there is usually an intended way to do things. That's life in a nutshell, honestly. A person who purposely skims through the material should not expect to be treated the same and reap the same rewards as the person who does. And a person who does expect that is every bit as arrogant and entitled as the elitist who enforces "how it should be" to an absurd level.
-One unfortunate side effect of gaming's audience getting older, busier, more critical, and more determined to validate their hobby as "art" is that the actual gameplay part of gaming tends to take a backseat to other things. Nowadays it seems like more people want to to experience games in more traditional ways, ways similar to movies/music/books etc. As such, the story and graphics often take precedence over...y'know, playing the game. While there is a place in the industry for desires like this, arguing for the entire medium to adopt these principles really shows a lack of respect for what games are, and indeed, a lact of respect for any form of challenge in general.
-Despite my misgivings on straight-up letting players blow through the actual gameplay, there are ways to make things better. Level selects should always be available after beating the game, because after you've beaten it (on any difficulty), why not let the player go back to wherever they want? Games also have the benefit of being able to adapt to the level of the person playing, so make use of that! Maybe offer a new, easy-to-understand hint after every boss battle death, give the player an increasing number of power-ups after a substantial amount of deaths, or yes, maybe even allow the player to skip it if it becomes clear that they're just not going to beat it. Now none of these need to, or even should, become standard, but it's important to keep in mind that there's a vast middle ground between straight-up "git gud" and "any challenge is optional."
-Going back to my statement that there is a place for "low-gameplay" (but not "no-gameplay") experiences in gaming, it honestly irritates me to no end that the argument for more inclusive experiences in gaming always centers around warping all or most existing products into generic, homogeneous messes, as opposed to expanding gaming's reach by giving other products the same (or at least a reasonable amount of) marketing and respect as the products "for the gamers". The reverse is also true, as I've seen so many arguments on how to improve a series boil down to "throw out anything that could possibly be considered casual", another flawed stance. X does not have to cease to exist for Y to flourish, and if that ever is the case, then something's seriously wrong with at least one of the two. There's room in this industry for just about everything, but this "all-or-nothing" mindset that most fans of gaming, critics of gaming, and creators/publishers of gaming seem to all share is beyond toxic.
-About the "options are always good" mindset...while it is nice to have them, they are not always a complete positive, nor are they essential, especially for art. At some point, you will have to face the work of art on it's terms, not yours, and determine if it's for you or not. And if it's not, that's totally fine. It's not necessarily your fault, and it's not necessarily that work of art's fault, it's just not for you. Offering "options" to change that only warps the work to suit your purposes. I can't change an album's songs to a genre I like better. I can't rewrite the script to a movie or the plot of a book. Those are essential aspects of how the work interacts with me that can be modified, but not changed or ignored, lest they lose some of their impact. By "can be modified", I mean things like difficulty settings, which are akin to re-releases of classic novels which use language that is easier to read. But again, you can't go too far. One could reduce some of the greatest novels ever written to children's books, because "options," but so much would be lost in the process that it begs the question of "why?" Many poorly-done movie/novel adaptions suffer from things like this. While the "option" to view the subject material in a new medium is nice, in reality, the essential aspects of the work don't always translate well. Sometimes all "options" do is deliver a mangled, dumbed-down experience for no real reason other than to force something that isn't for someone on them.