There is a fine line, it's true, theRepublic. That's why I pointed out the nature of intuitive games. Titles where you can figure out what the game expects of you right away, where you have no trouble getting into the swing of things, are the best sorts of games, and why the original Dragon Quest made RPG history.
Nobody would call Dragon Quest a hand-holding experience; you were quite likely to get killed on a regular basis your first time through, in fact (thank goodness they opted for a merciful system wherein there was no true game over!). But the solution never seemed obtuse; leveling up and buying better equipment was easy to learn, took no deep thought to fully grasp, and never failed to solve the problem. Even though the game was pretty grind-heavy, the grind actually did have an impact, and each level up or new equipment purchase really felt meaningful and had definite results.
Sky Render - Sanity is for the weak.








