CaviarMeths
Member
That's my understanding as well, though I was looking for contemporary examples. I just don't think "dev must be able to ace boss fight" is a novel or bold standard today.
I think the philosophy is profound in its simplicity. It's the kind of thing that makes you roll your eyes and think "of course," but if you aren't consciously aware of it during development, it can mess up your design on a fundamental level.
Nintendo's philosophy of designing a game around gameplay, not around a character is another good example of "profound in its simplicity."