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Most players do dsod for the achievements and leave it there. It's not a particularly enjoyable difficulty for most. It's seen as something to conquer rather than something you "should" be playing.
But that should change. DS or OD shouldn't be seen as "one and done" difficulties via rolling the dice in an un-enjoyable manner and that's it(at least DS anyways). After all, that's a part of why a lot of players simply don't play DS or OD, or don't become DS, OD, or pro players, get frustrated with themselves, and simply stick to lower difficulties, with that perceived stereotypical view. Even if they were to get the masks, they'll relapse into not even being as good as they were when they originally got them over time, which leads to a huge amount of issues, but at the end of the day, lead to a worse player never playing DS or OD ever again and the guides failing at their own goals.
Most of these guides simply say "how to be good at DS/OD, or these are the builds that I use" or they'll mention beating DS or OD but with the caveat of going beyond just beating the mode. I don't think these guides are made just for the sake of getting the masks. Those types of guides exist too, but they're normally umbrella-ed under heist guides.
Furthermore, what about the players that do the same with DW? I guess there isn't a point to doing that either, yet a lot of players do that very thing.
As for the dw thing, I'm not sure what you mean? dw isn't the end of the game, it's a stepping point to getting good enough to do every heist on dsod
No it's not lol.
I had a random describe it best today, it's kind of like a modified "long guide" but instead of information about the inner workings of the game, it's going to be a more concise version of the inner workings of overall player development. It's been done for the game, but why not the player? That is what I'm currently creating. I do have a name for it pretty much figured out, but I am not going to reveal it, not yet at least.
The concept(I guess I'll reveal some aspect of this) of it's overall structure is that it opens the bar of entry, tries to bridge gaps, focuses on how to actually get better at the game, but in a "theory to practical" sense and not either or, as well as goes beyond just getting the masks. It's going to work kind of like a checks and balances type of system whilst also being able to track your own progress in a more quantifiable and measurable way, delivered in a way that is going to be quite different from other guides' approaches, some calling it "more of a coaching style" with the benefits, translating those benefits but into a DS/OD type of guide.
Players move their "end" to DW because to those players, they don't feel that there is more to do with the game because its a personal goal that to them is a personal choice, it's fairly common practice for players that just want nothing to do with DS or OD.
Much of what you can learn is by playing, which a lot of guides don't do or highlight in ways that warrant playing, so this is definitely something that gets brought up.