> Some games (like a bunch of Assassin's Creed games nowadays) allow the second group (money, no time) to buy better equipment with actual money for the single player game. They can still experience the plot of the game and have some challenge, but don't need to spend hours fine tuning their dodge reflexes for that one boss they got stuck on.
Let's call spade a spade.
This is a convenient rationalization to justify adding elements of unnecessary grind to with intent to get people to spend more money on a game they already paid for.
Games used to (and to a degree, still do) have difficulty selectors and cheat codes to accommodate different types of players. Publishers of AAA games like the ones you mention (Assassin's Creed) monetize this because of greed.
> Games used to (and to a degree, still do) have difficulty selectors
I finished Resident Evil: Village recently. On the "Casual" difficulty. First RE that has that. Every boss went down in a couple shots and I was swimming in the supposedly scarce ammo at the end.
Let's call spade a spade.
This is a convenient rationalization to justify adding elements of unnecessary grind to with intent to get people to spend more money on a game they already paid for.
Games used to (and to a degree, still do) have difficulty selectors and cheat codes to accommodate different types of players. Publishers of AAA games like the ones you mention (Assassin's Creed) monetize this because of greed.