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Wright said:

I'd say I strongly disagree with the author here. Especially considering she brought her whole logic of "check the solution on the internet" down after saying it, given how poorly she supported that view (We went from "Well yeah I guess you could do that with all games...but SKILLZ DUDE!" to "but I only get answers by checking the solutions online! Where's the pay-off?!?").

To be clear, the payoff bit is about the story.  She's saying that if your gameplay is just answers and the reward for that is weak as well, what's the point.  For example, I have looked up the best starts for old school RPGs.  However I still 1) had to do it myself and 2) the payoff was often worth it, that's why I wanted to beat the boss.

 

I can't say I entirely agree with her.  But I see the issue.  But I also would say I have a pet peeve with stories that confuse vagueness with being philosophical or deep.  It's an adolescent attitude that shows a lack of understanding of what makes a story deep and how stories act as a vehicle for communicating complex ideas.  Not to say something vague can't be deep (perfect example, The Garden of Forking Paths)  but something being simply vague doesn't make the work deep, it makes the writer a dick.