Why has no one ever thought of creating a way to choose your own difficulty level at the start of the video game?
That's lame and out-of-date. These days there are games that let you change the difficulty level in the middle of a saved game. It kind of sucks to have to start a brand new save if you picked a difficulty that was too easy are too hard for you. This solves the problem. And then games like Left 4 Dead attempt to dynamically alter the difficulty based on how well the player is doing.
But Nintendo always has to re-invent the wheel so we get the super guide. That's Nintendo's difficulty level option. Either beat the game yourself or have the game beat itself for you. It's not the worst idea in the world but I think it is stuck between two extremes. Using the super guide provides no sense of accomplishment while beating a game on an easier difficulty setting still can. If I can't beat a game I want to be able to just tinker with the difficulty a bit, not remove all challenge. If I want to just see a game be completed in front of me I can watch walkthroughs on YouTube.
Of course is Nintendo going to even offer the super guide in this? The concept seems to work far better for linear level-based games. How do you do such a feature for a game like Zelda where a player can do things in different sequences? It could work on dungeons though, since they are pretty much linear.
Honestly if I could just set at any time the amount of damage the enemies do that would be good enough. I find the lack of challenge in recent Zelda games is more due to the enemy hitting me and it taking off so little energy. If I can set that myself that would make a world of difference.
Though I find that I really don't like dying a lot in videogames. It sucks to have to repeat things constantly. What I like is the sense of danger. I want to feel like I COULD fail but 90% of the time I actually don't. It's fun to think "man that boss almost killed me! I won in just the nick of time!" It isn't fun to think "oh God, I died again! I can't believe I have to go through all this another time!" So I think dynamically altered difficulty levels is the ideal way to go. And if someone just wants a game to be super easy or super hard then they can turn off the dynamic difficulty and just select one level that it sticks to the whole time.
The magic armor in Twilight Princess, again, makes me wonder how Nintendo thinks we play their games. Do they honestly think I suck so much that I need this armor to stay alive? It would only be useful to the most inept players, who probably could never get so far. Kind of like how someone too stupid to use a normal controller would also be too stupid to hook a videogame system up to a TV.
Oh, and they could solve the tressure chest thing by just marking any chests that have been opened but still have their treasure in them differently than empty chests and unopened chests. Right now they just have two icons. Add a third and no one goes running around for a chest on their map that is just useless rupees they already could not fit in their wallet.