- Tony Walsh has a well thought-out post over at Clickable Culture discussing whether 'game designers [are] going too far in rewarding players', and citing multiple possible examples of the above.

Firstly, he notes: "I was paging through last month's issue of Game Developer Magazine recently, and in a postmortem for Tony Hawk's Downhill Jam, found that the game had been designed to go easy on the player: "[I]n the name of making the game more accessible to a broader audience, we made it much more difficult to fall...we gave the players a much friendlier outcome..." writes Toys for Bob lead designer Toby Shadt. "Don't take players out of the action for too long; don't make them feel bad about themselves..." I absolutely agree with keeping players engaged, but not with shielding players from failure."

But Walsh worries: "Children are being taught that "everybody wins," and seem to be sheltered from competitive activities. In the real world, hardly anybody wins, let alone you or your kids. I see over-rewarding, over-patronizing games in the same light as non-competitive "we are all special" school-system doctrine." So... are we going too easy on our gaming subjects?