Shouta said:
If you want to see exploit as a loaded word sure but I'm using it as under the "make the best use of" definition. I did say short of bugs. You're right in that analysis has nothing to do with fairness and that's why I said your premise is flawed. So, tell me why is it not flawed? Why is making use of everything short of bugs to make the game easier a better gauge of difficulty than working from the baseline before adding in optional systems and elements that may not be intended to be used in that manner?
First, you're trying to arbitrarily separate some optional features from other optional features. For example, promoting your units is optional, but does that give it some unique status that exempts it from being included in a game analysis? Of course not. You don't get to make an exception for game rules based on arbitrarily calling a feature "more optional than those other optional things over there".
Second, intents are meaningless when analyzing a games rules. Much like calling something "cheap" or "unfair" or "exploiting", by claiming "the developers didn't intend that!", you're trying to impose arbitrary morality on game rules that permit what you don't like. Not to mention that intent itself is a nebulous and arbitrary concept.
Now as to why optimal play is the best way to determine difficulty and balance. "Baseline" skill at a game is difficult to pin down. Optimal play is easy as it assumes the player does everything they can to win. Games are modeled on the player doing everything they can to increase their score or win. Even single player games with scoring systems and leaderboards are best subject to the analysis of optimal play, lest a skilled player later find a feature that imbalances and trivializes the games difficulty, causing it to fall out of competitive interest. Finally, if everyone tried analyzing a game while arbitrarily ignoring different parts of it that they didn't like, based on some nebulous concept of "baseline skill", you'd end up with an inconsistent mess.
It's only in certain genres like RPGs where legitimate scoring systems and legitimate difficulty is thrown out the window, often to the complete detriment of balance or skill analysis. That does not, however, excuse RPGs from being analyzed like any other set of game rules. It just means most RPGs are exceptionally poor at balance and skill measurement. It's the developers responsibility to design their game so that its difficulty isn't mitigated by imbalanced features. This is where player defined challenges come in. Technically in a player defined challenge you are altering the games rules, thus it isn't the same experience as the vanilla game rules. Thus it's still correct to criticize the vanilla game rules if they contain imbalanced features, even if a player defined challenge exists to try to address those issues.
People are claiming using saves is somehow an "easy mode". This is false. The game rules do not differentiate between someone who used quicksaves and who didn't. The autosave counter is entirely mitigated by the availability of quicksaves. Not to mention that it defies the typical classification of a mode, which is an on/off selection that alters the game rules. Now if it had an actual "hard mode" selection where you can't use anything but suspends (that is, a save that erases itself after loading), then you could say the difficulty of that mode is higher than the normal mode. However, no such mode exists, so you're left with what the developers handed to you.
Claiming that saves in this game don't reduce difficulty - false. The game has random factors that can be mitigated by using saves. For example, if you've played through the game for 10 or so turns, enough random events have occured that if you were to restart the battle, things might end up looking differently and you'd need to alter your strategy to adjust. With quicksaves, you can immediately reload from that last point without needing to deal with a different possible strategy. In addition, it will be possible to determine the fixed RNG list of your save and perform actions which usually accomplish what you want while still avoiding potential mishaps.
Anyway, I find it strange that people want to apologize and moralize for the developers instead of ask them to do a better job at balancing their games.