Optional difficulty levels. There, i said it. I prefer games that offer only one difficulty level, and I am pretty sure this is an unpopular opinion.
Why, you ask? Well, let me tell you why. It all started when I was a little boy... fast forward to this day, to me having only one difficulty level makes sure that the game designers try to optimize the gameplay to that, making sure that all, or at least most, can still finish the game regardless.
Even if the game may feel challenging, still deep inside me I know it should be possible to finish because that's how they designed the game. I think many Bullfrog games had only one difficulty level, like Magic Carpet and Dungeon Keeper. They felt hard at times, but it gave me motivation to continue because I knew the game couldn't be impossible, as otherwise no one could finish it.
If the game has several difficulty levels and I try to play it on the hardest, then if I get stuck at some point, I can't really know for sure whether I should be able to proceed, or if the game designers and testers simply forgot to test the game on that hardest difficulty level, not realizing that they accidentally made it impossible.
Also, quite often the different difficulty levels are implemented in a lazy way. It is not necessarily that e.g. enemy AI is better and they are more cunning, but simply that you are made weaker and they are made stronger, or the enemies are more numerous or even respawning endlessly (Doom!), and that's that. It just means it will take you longer to kill enemies etc.
Also, when I am asking for hints for playing some hard mission, I don't want to hear suggestions of running the game in an easier difficulty level. To me, that sounds a bit like telling me to use cheats in order to get by the hard parts of the game. And we can't have that.
I know there are risks to my wish (like that some games really do become impossible for some people who are less able, or alternatively too easy(?) for others), but I just feel having one difficulty level makes the designers put more thought to the gameplay mechanism, how you can work around difficult parts (some more grinding to make yourself stronger, or ways to even avoid some encounters?) etc.
ScotchMonkey: I have never played a racing game where they ommited the cockpit view.
I recall this being mainly the case with some (older) console racing games, e.g. from the PSOne and PS2 eras maybe. If there was a "cockpit view", quite often it wasn't really that, but a view either from the hood of the car, or even between the tires, very close to the ground. There was no dashboard visible either etc.
I recall having an argument about this with one console gamer back in the day. In his view a "cockpit view" in a racing game is unrealistic because you lack the peripheral vision like you do when driving for real (ie. seeing also to your sides even if you are looking at the road ahead; racing games especially with 4:3 aspect ratio have a far narrower viewing angle).
In his opinion, changing to a "flying camera view" behind your car gives you that peripheral vision, making it more realistic, e.g. you get a glimpse of other cars who race beside you etc. I kinda saw his point, but I still felt a cockpit view is more authentic, even with a narrower peripheral vision. I think the game that we were discussing then was Gran Turismo (on PS1), and maybe also Grand Prix Legends (on PC).