You raise some interesting, and I think some valid, points. In the past, I've
beta tested for a few games and companies. I think it is a matter of
individual philosophy: some designers believe in configurability, some like to
listen to what you want in a game, others have very strong views on what is
right and will not budge. Afterall, they are designers, artists of a sort,
and it is their creation. Some will thus be very strong-willed about it and I
don't think that this is per se "wrong". Though I too side with you on the
belief that the game should be flexible and let the user enjoy it in their own
way.
That is, I'm all for cheats, easy modes, options etc. I know there are a lot
of purists here, and in the flightsim ng I used to frequent, who might argue
either: (a) but that isn't real and this sim is attempting to be real or (b)
then go play another game that is more suited to you. I'd say these
(admittedly strawman) replies fit under your "arrogant" definition. Why not
have the "real" with the "fun" as optional for those who want it, or want to
switch between the two? I certainly don't want to pass on the best simulation
made just because it lacks in some areas. But damn, it could have been a lot
better with those concessions to the more casual gamer (or for us ***
types who want options).
Another argument against may be the resources gambit. But how much
programming effort would have been required to let one keep damage off in a
race against expert opponents, for example?
Having said that, in some ways I'm glad when there aren't these "cheats", or
at least they aren't readily accessible, as they do detract from *my* sense of
accomplishment. Hey, but it's my weakness if I give in to the cheat, right?
The point about this being a retrograde step for Papyrus, I share. In fact,
when I first got Papyrus' "Indianapolis 500 the Simulation" I noted how
horribly limited it was in gameplay (10 lap, 25 lap, full race, yellows
mandated), though excellent in simulation. ICR and ICR2 were so much better
here! Yes, GPL similarity to the Indy500 philosophy jumped out at me. Why???
So, what (probably) simple things would I like to see in GPL along these
lines?
*Any length race. I see no reason for the fixed limits here. Can't be any
AI concern, could it? Without tire or pitting choices, what difference does
it make if you select a 32 lap race vs full AI strategy-wise?
*Damage choice independent of opponent strength or race length.
*Variable opponent strength as in ICR and ICR2. (I know I can kludge this
from the ini files, though it takes a lot of experimentation).