It started with casual games, says Taylor, when The Sims and Railroad Tycoon were selling millions and bringing women gamers on board. He compares the old punishment system to Carnival games -- you get three lives, a few options for more, but if you die then you start all the way over. Taylor uses Grand Theft Auto as an example where, if you screw up, you simply walk out of jail or the hospital. "The punishment is quite small, and perfectly integrated into the gameplay. Hats off to Rockstar," he said.
Much of his essay is muddled, however, in defining the line between making a game universally accessible and dumbing it down in difficulty. "Games shouldn't punish the player, but rather reward them. Oh, and it should be a whole lot easier to win," he said, followed by "Duh! Can I say duh?" You can, but a game like Ninja Gaiden serves as an opposing example to that argument, where toning down the difficulty would likely result in a less satisfying and indeed, less rewarding experience.