Hideki Kamiya said:
After you have worked through the game once, playing Bayonetta really starts.
In another thread, someone asked what I thought was a very key question:
Here's my difficulty with these games: you have a great number of different combos, but when you find the optimal one, why do anything else? If you can find out the combo that does the most damage, why change? What's the incentive?
Someone introduces you to a new puzzle called Sudokuso. It's a Sudoku puzzle, except all you have to do is fill the 9 large boxes with 9 numbers each. You don't have to worry about not repeating numbers across columns and rows.
Compared to Sudoku, Sudokuso seems shallow and boring, right? Almost pointless?
Well, if you play Bayonetta without taking the scoring system into account, even at lower difficulties, you're playing kuso-Bayonetta. Using continues during a bullet hell shooting (or any other type of arcade) game? The kuso version. Sticking to cover, popping up to shoot until you clear the field, like Gears of War, when playing Vanquish? That's kuso-Vanquish.
Using Bayonetta as an example, if you stick to one combo, you miss out on a large chunk of the depth of the gameplay. You won't really get to play with things like launchers, sweeps, and so on. You also limit your power by a lot, since there is no one combo that is universally effective towards all enemies (unless you use glitches).
In a shooting game, if all you do when you get a game over is resume from the same point with a score of zero, then you miss out on literally every aspect of that game's scoring system, which is the only thing keeping the game from simply consisting of shooting enemies down without getting shot down. Even if the game has a ton of spectacle, it's very shallow, and would get old quickly. So the 30-minute playtime is welcome.
If, instead, you decide to delve deep into the game's scoring mechanics, you'll start purposely grazing each enemy bullet to rack up extra points. You'll fire at the enemy ships from as close as possible to maximize the multiplier tokens they drop. It makes the game much harder than simply trying to survive, and much more thrilling. There's a lot of skill involved in that level of play, so simply doing it is, in itself, rewarding and enjoyable.
Try expanding that concept a bit over the nature of entire games, and you'll realize that most games (that lack scoring systems) are designed to provide an easy, one-time finish before you move on to the DLC, the multiplayer, or the next game. The ones with scoring systems are the ones that demand mastery and finesse. You play them over and over again, trying to improve on previous runs. And it never gets old.
That's why those games are so fun. They're specifically designed to be as challenging as you want them to be, without ever getting old. They don't run out of content because there's always room for improvement in your level of play. But it's impossible to grasp any of that if you're playing the shitty version of an awesome game.