There is no mystery, we like beauty and everyone that truly likes beauty is an elitist and a true elitist is someone willing to put up the effort, and a game made from love and autistic attention to detail is a beautiful thing, and everything that is beautiful is worthy the effort.
If you go to the forums where the plebs are located, they don't know what beauty is or are inspired by it, they consume games as they eat hamburgers. They want a distraction, not inspiration, there is nothing wrong to want to be distracted sometimes but the casual public, that makes the majority of the gaming industry, made this on a way of life to a point where they don't know what beauty is or even value it.
Things got to a point, that game designers make games to be accessible and not to be inspiring because to be inspiring, requires to be demanding and the mindless zombie horde is easily bored with demanding, they need entertainment as an addict demands crack, they aren't willing to work for it. I completely despise developers than embrace that sickness and defend it as good. We are after inspiration, not only entertainment, that is why we are willing to put up with bugs and all those problems, otherwise we would be like the little bitches on the steam forums.
The "Incline" is not only a buzzword employed at the Codex: the inclining slope of a mountainside is a metaphor used in philosophy since times immemorial.
“In a sense everything that is exists to climb. All evolution is a climbing towards a higher form. Climbing for life as it reaches towards the consciousness, towards the spirit. We have always honored the high places because we sense them to be the homes of gods. In the mountains there is the promise of… something unexplainable. A higher place of awareness, a spirit that soars. So we climb… and in climbing there is more than a metaphor; there is a means of discovery.”
Escalating the incline is the archetypal example of struggle, and struggle is at the core of life itself moreso than anything else. An "Inclined" game like AoD or Grimoire offers resistance to the player, while rewarding those who overcome the resistance with the joys of exploration and the true feeling of achievement. Learning to appreciate true struggle is the sociological goal of a game, just like emotional catharsis is the goal of a narrative in drama.
Both games and drama have been largely hijacked by exploitative interests peddling self-destructive thoughts, and now mostly replace the concepts of struggle and catharsis for cheap power fantasies (simulating the exertion of power without the requisite struggle) and emotional pandering (which gives feelings of reassurance to the morally corrupt instead of catharsis).
In resisting these trends, a game of "MASSIVE INCLINE" like Grimoire ultimately symbolizes resistance to the decline of modern Western society, which is even more accentuated by Grimoire graphically offering a retrospective window to the past era of the 90s. It's no coincidence that the postmodernist SJWs flock to the reviews and discussion forums like hyenas. They
feel that Grimoire is antithetical to their worldview, and they recoil from it like a vampire facing sunlight. Their ultimate goal can be interpolated to be the annihilation of all constructive, struggling forces, all duty and all responsibility, replacing this with their hedonist pink fluffy wishful thinking which ultimately is only a disguise for death itself, which is what life is when you remove the struggle.
Accordingly, choosing the incline is not only a 36,99€ payment to Cleveland Mark Blakemore, it is in fact to choose life over death. Cultivating an indomitable will to ascend the Incline to the heavens is ultimately the best investment you can make, even though the screeching, indulgent crowd who follow the path of least resistance descending the Decline into that other place will try to drag you down and tell you otherwise.