I was being intentionally reductive and rhetorical XD I actually did have fun in FF1, but taking away the silver sword was crossing a big line and I had to go to my NES to do my Red Mage party. FF2 without it's absurd (and frankly, bad) game design options and exploits just wasn't as fun. It's not so much that it's unplayable, but that earlier versions were basically better in every way that I just didn't like the new ones. However, QoL upgrades were definitely appreciated and I was glad they went forward in new games with them. This might just be an issue of not understanding how to remake a game; Link's Awakening DX was amazing because it's one big loss (no screen jumping which is a glitch) was made up for in swaths (Pictures, more focus on Marin, an entire new and fun dungeon you can do almost any point in the game, I might even say that color itself is an upside). Chrono Trigger was terrible on PS (Laaaag) and about average on DS (Portability and clarity are upsides, new content was literally unnecessary and was either grind boring or requires you to go out of your way to do). To further clarify, I don't think a game being easy makes a bad game. I love Mystic Quest. It's great. Difficulty isn't what makes it fun. I also understand that a game can be simultaneously easy and hard; Yoshi's Woolly World is literally made so the youngest of kids can play (even having god mode be a simple option) but on the other end not using it and trying to 100% levels is actually much harder than I expected and even harder than some "only" difficult games. "In game" difficulty control is fantastic (in that choice of goals that have various difficulty is what decides difficulty). In fact, I think it would be cool to be able to decide if you can save anywhere or not. Fire Emblem does this; In some modes, you can save on your turn in battle, on others you can only bookmark. Allowing "save anywhere" to just be an option while also putting save points in key locations (and using bookmarks!) might make for a game that can be built for what many groups of players want.