I have no qualms with "easy mode". I'm typically not so hardcore that I crank things up all the way either. Usually just stick to Normal difficulty unless I really get into the game enough that I feel I can give it another spin on a harder mode.
That's not where I'm coming from at all.
With the turn-based RPG spiel, I was breaking down how the system forces a binary outcome. Barring horrific RNG at play, purely menu-driven combat can essentially be simplified down to "press this button to win", and "press this button to lose". In actual practice, sure, you might need a strategy of some sort to pull through, but it comes down to rote memorization and formula. What I was trying to convey is that there is no path forward, no growing the genre anymore while being tethered to those constraints. More layers of "complexity" just create extra steps in that formula. It's all been played out before. There's nothing new that can be done with it. You can slap all the fancy graphics you want on it, a turn-based RPG without any sort of active timing element is always going to be about the win button and the lose button.
As for the Sonic rant, I think I just advocated for making Sonic "easier". Or at least less unfair. Less random blind deaths, more reflex testing. I simply feel that that's more in the spirit of the character than what they keep trying to force.
If you could elaborate on what you consider "unpleasant", that might aid the discussion. I'm just pointing out what I feel are massive flaws in design that most gamers have taken for granted. Again, not expecting widespread support here considering the thread we're in, but the fact that your response seemed to suggest an actual "recoil in horror" at the things I've suggested has my curiosity piqued.
Edited by mx-01 archon, 08 February 2019 - 05:14 AM.