In MMOs it is common to deal with boss mechanics of increasing difficulty with a reset should the party wipe. Some MMO developers try to curb this somewhat by having the difficulty climax around the middle rather than the end.
Technical games often have this as well, with games like DDR and Guitar Hero having some sets of songs that have lengthy intros only to suddenly get hit with the difficult segment later. Think Freebird.
Nothing wrong with disliking the mechanic, though. It's a common-enough dislike that it's spawned the rogue-lite genre where you still need to go through "the slog" but you accrue things from all of your previous (mis)adventures over time such that the early bits often go by faster (or can be muted/ignored).
Excellent example. Though I think in later versions of guitar hero they added a "practice mode" where you could practice the difficult segments in isolation
Let's take your analogy and flip it around:
Imagine trying to play a game, but instead of a logical progression with consequences, you can just pick it up from whatever point you like. If you die, it doesn't matter. You can just completely skip over that part and head to the next. In fact you can begin the game at the final boss if you want.
Net result: you get extremely good at nothing to the point that it's boring because you never have to practice or repeat a single thing.
I'm not saying get rid of permadeath, I'm saying make it optional like Hollow Knight, IWtbTG, or any numerous other games where time constrained people can use save points to master the game mechanics more quickly, and kids with infinite time can play permadeath mode to their heart's content.
I couldn't disagree more. It depends on the video game, but a lot of them really get the brain working hard. And it's simply impossible for most people to be purely "productive" all the time. Video games are a great way to break from the grind but keep the brain engaged in something more challenging than, for example, watching TV.
You either get roguelikes or you don't. You clearly don't.
Once again, I couldn't disagree more. I've played Rogue-likes for more decades than I care to remember, and I "save file scum" to avoid perma-death. Sure, some individuals might "cheat" and jump to the "conclusion" of the game quickly, but that's their problem.
I don't care to repeat the same beginning of a game over and over (and over and over). It's just repetitive and annoying.
That's what I used to think, and I agree, some not so good roguelikes feel like that no matter how far you get, more of a roguelite, but I find rogue legacy is bad for that, but the good ones i've enjoyed tend to be rich in mechanics that you slowly master with each failure.
The point of roguelikes isn't the same as most action/adventure/rpg whatever games. It isn't about memorizing and mastering the levels, but about memorizing and mastering the mechanics of the game itself.
Sure there'll be some cheapshots, out of balance levels, and just plain lousy runs, but the more you play, the more you learn hoe to be good and you get further or play better on successive runs.
I do agree though, I like the idea of some kind of permanent progression between runs, I think that would solve some of the permadeath pointlessness feeling, i've seen some games do it alright, but none have really been that great. The consequences for failure still tend to be too high and it ends up making it feel like even more of a grind...rogue legacy comes to mind again...
Personally, i've been thinking of some kind of hybrid between lufia 2's ancient cave dungeons with an item system like diablo's would make for an interesting change up.
Have certain rare chests that contain maybe items and maybe spells or something that last permanently between runs if you make it to a certain level or something, so while you'd be repeating from the beginning, you'd be starting a little more well equipped as you progress.
Imagine trying to learn a piano piece, but instead of being able to practice the hard parts over and over until you've mastered them, you always have to restart from the very beginning at the first mistake.
Net result: you get extremely good at the beginning, to the point that it's boring, and you always get whooped by the hard part because you barely ever get to practice it (you have to sink an hour doing easy stuff just to get 5 seconds practicing the hard stuff)