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It's not a design choice that necessarily makes things better, but it's definitely one that makes things different, ha.
* Which I'm not sure is the actual term for it -- games where it's somewhere between incredibly difficult and impossible to win without metaprog investment -- if there even is one, but it's what I've been thinking of that design choice as for a while now.
It's not necessarily bad (plenty of people enjoy that kind of design), but it's definitely a design space I tend to engage with by breaking out a memory editor and not, ha.