Falksi
Arcane
I certainly think those trends are the greater ones.Well, it really depends on what you want, more people finishing your game (so you put in story mode) or a pure experience regardless of whether players reach the end or not. What you won't be able to do is make people enjoy harder experience if they don't like them. There's a group of people who like difficulty, but the larger segment of players don't and they want handholding or they won't play your game.The other major part of the problem is that in the mid 90's or so, developers stopped restricting where players could save. I mean, technically they required save points, but putting one right before the boss at the end of the dungeon and letting the party recover there defeats the entire purpose of the dungeon to begin with.
I completely agree. The issue developers were trying to fix is people feel like they have wasted their time if they lose to a boss and have to do the whole dungeon over again. This will have people drop the game very quickly. Even with save points before bosses anytime a player hits a road bump it makes players drop-off.
You can see this easily by viewing achievement percentages on games. Like my first game you see a huge drop off of players once they reach the first "tough" boss.
But there does seem to be a renewed interest in more challenging JRPGs now, mostly bought about through the Souls games. and people trying the SMT series after getting into Persona. It's still the minority audience, but I think Final Fantasy 16 marked a watershed moment in gaming as it came in for loads of stick for being way too easy, despite the franchise largely being easy since the 90's.