I’ve been beating this drum for a while, but “cheating” in a single-player game, whether it comes from in-game systems or external modifications, is often a great way to increase player options and make a game experience better.
When developers don’t add enough accessibility options to their games, modders can come to the rescue.
This provides an object lesson in one of many reasons why “git gud” is a terrible response to people who want easy modes or other accommodations - as seen in this writeup, the presence of such accommodations is exactly what allows many players to git gud when they otherwise couldn’t.
It’s also worth pointing out that this is only possible when modding is possible - and thus, things that take control away from gamers (such as cloud-based games) are a genuine threat to accessibility.
Good games are those which successfully guide their players to worthwhile experiences, so the designer’s intent is key to a game’s quality. This leads some of us to conclude that designer intent should be elevated above player freedom - that players should be prevented from altering a game’s experience lest they ruin it for themselves.
“Decisions like [Dark Souls’s difficulty level, Dead Rising’s time limit, and Far Cry 2’s jamming weapons] might be controversial, but if they’re an integral part of the experience that the developer is trying to create, then the player shouldn’t feel like they’re entitled to be able to mess with this stuff through options, modes, and toggles. Because that would screw with the developer’s intentions and could end up ruining the game in the long run."
—Mark Brown, What Makes Celeste’s Assist Mode Special | Game Maker’s Toolkit (at 22 seconds) (to be fair, the rest of the video adds a lot of nuance to this position)
I strongly disagree with this. To me, the designer’s intent is the starting point and not the finish line. If we cling to it and discourage players from exploring any further, we rob it of most of its value. Here’s why.
I don’t have much more to say about Uncharted 2, as it turns out, because I didn’t get through much more of it before giving up and sending it back to GameFly. I’m therefore not qualified to review it, but I’ll tell you that the reason I sent it back was because I disliked (a) the combat (b) the parkour (c) the artifact-hunting, which leaves very very little to enjoy. All that remains is the game’s cinematic components, the dialog and characterization and set-pieces. And there’s the other problem: Uncharted 2 is, even more than its predecessor, far too movie-like.