This is totally nonsensical. If someone could just choose to not buy the game and watch the ending on youtube, why bother making it at all!?
Wut?
Your post is what's nonsensical. People right now can literally just not buy the game and watch it on youtiube, but devs are still making games...
It's not a moving goal post, it's reality. The game needs to be playable by everybody that purchases it.
Unless it's so buggy it's broken, it technically IS playable. Just because someone struggles and gives up, doesn't make a game unplayable.
That's what the game content is; a series of challenges meant to be overcome. If that doesn't suit the buyer, then they are free to buy something else.
If you're a fan of something like Bloodborne/Dark Souls/etc then it's in your best interest for the game to catch as wide of an audience as possible.
Clearly not, because now we have people wanting skippable bosses and shit like this and I for one am glad we are spared this garbage:
Now that I have answered your question, please answer mine on how a game having a stage/boss skipping option impacts your personal enjoyment of the game?
Having the option is not free/instant. Devs have to make it work into the game and that takes time and resources that could be spent on other things that
the people actually playing the content will want.
Seriously, why can't people just accept the fact that not everything is going to cater to them? This isn't an issue about disability (hell I feel like it's patronizing and at some point offending towards disabled people being used as scapegoats or defense for this). Hell, there are subgenres meant to be difficult, imagine bullet hell being "downsized" and skippable.
Also claiming that boss fights are artificial difficulty is very damning.
The "more options is good" argument is a vacuous one. It has no substance, and could be said about anything wanted from any game ever. Furthermore it's predicated on a hypothetical scenario where adding extraneous things is effortless and doesn't diminish the end product.
I know what you mean. I signed up for a baseball league this summer. I couldn't believe they didn't give me the option just to take 1st base. I didn't want to have an bat I just wanted to be a baserunner.
"You're just being mean!"
rofl
It's not beneficial to the player either. Let's say you can't figure out how to beat Boss 2, where you have to parry the boss to win. So you skip it! Congratulations! You now don't know how to parry. You never learned it. The dev has to assume you did, because most players will. You now spend the entire game being frustrated because you keep fighting enemies who just ruin you because you are supposed to be parrying them. You quit the game, not because you can't beat the bosses but because you can't beat anything! Given that games often turn early game bosses into later game minibosses and then common enemies, this doesn't seem like an uncommon occurrence.
In this situation, the developer has made a bad game because they allowed you to skip a key part and ruining your experience later on. Which is effectively the same as creating the affordance to not learn a mechanic in the first place. Something early games were lambasted for over time. No dev wants this because it makes them look bad when you tell all your chums how bad the game was and because I like to imagine they want you to enjoy the game in the first place.
Excellent point.
People saying "it's trivial, just add a skip button, there, done!" are completely ignoring game design and game progression.
A lot of bosses are there to teach you about core mechanics. Take early Nioh bosses for example.
1) Derrick the Executioner is a very simple humanoid boss. It will teach the player the basics of combat: blocking, dodging, maybe draining ki. It's easy and simple just to get you started.
2) Onryoki is much harder and the first real challenge for new players. He hits very hard and some of his attacks are very fast. The slower, more powerful attacks are more easily dodged (blocking will leave your ki drained and vulnerable), the super fast twirl however is safer to block. Destroying a yokai's horn leaves it more vulnerable. Draining its ki makes it vulnerable to being stunlocked. It creates yokai realm pools that you need to dispel with ki pulses.
3) Hino-Enma teaches the player about the paralysis effect, and how hitting flying enemies with projectiles is effective at draining their ki.
4) Nue teaches the player about the lightning status effect, and how attacking a specific weakpoint can drain the monster's ki and make them vulnerable.
5) Umi-Bozu teaches the player about the effectiveness of elemental weakness (the boss is weak to fire and the game provides fire-buffing torches, but at a cost of spawning additional mobs).
Not only do these bosses teach, and test, the player about important gameplay mechanics, they are an important part of the game content themselves and pretty much the most fun and interesting part.
Sure, the bosses in Deus Ex HR were trash and could probably be skippable, but that's because they were badly designed and didn't fit in with the game's design philosophy. But that doesn't apply to every game. Souls games, Nioh, Ys games with skippable bosses are a patently absurd idea.
Over time, options and/or changes to modes like that could create a shift in the way games are reviewed or experienced. You could argue that shift would be a good thing overall, but there are also good arguments in favor of the status quo (in that specific respect, not necessarily status quo overall).
You can say critics are smarter than that now, but if we see a slowly shifting paradigm in the way games are designed to accommodate less interaction, more passive consumption if desired, self-imposed difficulty starting to become a thing of the past, it's absolutely possible for industry criticism to change, as well as game design itself.
Who knows? If all games adopted boss fight skipping overnight, maybe devs would lean toward making harder bosses because they know people can just skip them if they're too hard and want to offer a challenge to the remaining players. Maybe devs would lean toward easier bosses because they know people might just skip them if they're too hard, and want that content to be experienced regardless. Or maybe they would make fewer bosses because they know that their hard work on those bosses would often just go to waste - we already see this happening via stats on game completion, all the money is spent in the first few levels because that's all 50% of players ever see. Not necessarily even due to difficulty, just people losing interest. That's also why there's been a gradual reduction in side quests and optional content, it's seen as a waste of time and money on the 5% of players that will actually do it.
Options absolutely impact the rest of the game design, whether you can see it or not.
Another great point.
Does it really matter if someone else skips a part of a game? It really has no impact on your experience while playing the game if someone else skipped a section or was given extra help or whatever.
See the two points above. These things don't happen at no dev cost, and don't happen in a vacuum.
"I paid $60 for this game and I'm entitled to all the content!"
*proceeds to skips portions of the content*
Right??