alright so i think some of my reaction is because i’m very quick to quit things i’m not enjoying, and when i do stick with something i’m not exactly enjoying parts of, i tend to frame it as like trying to “learn to like” the stuff that’s not grabbing me. so it never feels like my time is being wasted, exactly. fwiw i don’t think of it as “black and white” either, only that in practice there’s a tipping point where the unknown benefits get outweighed by the known or extrapolated costs and i quit.
what really muddies this topic for me is that people i respect often purport to enjoy things that are almost entirely unenjoyable to me. for example, some people really connected with void stranger which i pegged as having a certain tedious structure early on, and promptly stopped playing. i was pleased to learn later that my fears about it were true and thus i was justified in my early bail, but some of my friends loved that structure and the mystery and replaying things over and over with different contexts.
to be disrespected you have to imagine intent on the other side, but it’s hard for me to imagine that the developer of void stranger did that to artificially pad out the game because i live in a world where people i respect like what it did and i don’t see why the dev would try to pad out like a $10 indie game to 40 hours or whatever, especially when i was a fan of their previous work. i’m encouraged to believe, at least through proxy, that the devs think that experience it’s providing is meaningful in some way.
like obviously developers are sometimes intentionally padding a game for marketing or perceived value or whatever the fuck stupid reason and i’m positive there are real examples of this, but when it feels “padded” to me, my first assumption is that i’m not the intended audience and i move on. it’s not that i can’t be disrespected by a game, but rather, i tend to give the benefit of the doubt up until it’s blatant/egregious. like, you’re trying to take your experience of the world and apply it to some dev you don’t know who’s had a different life experience to guess why they made certain choices and there’s a lot of potential for error, here!
on the flip side, many people do not enjoy a type of game that i enjoy, where mistakes can force you to replay sections, potentially many many times. for someone that just wants to see the rest of the game, that might look like padding, but to me that IS the game and it loses something essential without it. is it the intention of the developer of a smw romhack to waste the player’s time, or are they trying to communicate a feeling they only had in other romhacks, where a problem that feels like a wall slowly gets chipped away with practice and breaks away to elation when you finally get through a section that a couple hours ago you perceived as impossible?
(fwiw i do think some romhackers are just making things to show off how good they are at the game which i DO think is disrespectful. even antagonistic games need to be focused on the player, not the person making the game).
so yeah idk i do think there is a line, but many people use this phrasing way before where i think the line is, and often about mechanics they were clearly aware of soon after they started playing. to use a real example, i have a hard time believing dark souls is disrespecting you by having corpse runs; they’re building tension and stakes and it takes some negative emotions to communicate positive emotions in a meaningful way. it’s fine to not like that mechanic and say that it’s hampering your enjoyment of the game, but saying it’s “disrespectful” sort of makes me roll my eyes. not only do i think there are real reasons the mechanic exists and the people that made it actually enjoy the mechanic, but also you willfully accepted the contract when you learned it was in the game and continued playing. to me it feels like you’re misattributing the source of that negative emotion to the developer, but the developer has been about as forthright as they could be about what the game is.