dtgreene: Yes, for accessibility reasons.
Why should a one-handed player have to play through a part of the game that requires 2 hands (or a specialized controller) to get to later content that can be enjoyed with only one?
Why should a deaf gamer have to play through a part of the game that relies on audio cues (with no alternative) to get to the rest of the game that does not rely on such?
Why should a player have to endure real-time gameplay to get to more turn based goodness (particularly if the player is not able to play real-time games, but handles turn based games just fine)?
kai2: You do understand that this line of thinking leads to...
... games should not exist unless they are equally accessible to the blind.
https://phys.org/news/2019-06-lost-hound-video-games-vision.html I know this sounds absurd, but absurdism has become more-and-more commonplace in the inclusivity and accessibility debate as of late.
Weaponized "accessibility" is dangerous -- not particularly in initial intention -- but certainly in practice. The rabbit hole of access and inclusion is infinite and ever-changing.
I only bring this up because you and I have had discussion on this in the past... and while I think your heart is in the right place, I tend to believe the argument is wrong. But that's my opinion.
Now, would it be nice to be able to skip sections of games based on either want or need? Certainly. I believe Bard's Tale IV allows you to skip puzzle segments... although I think trophies are linked to accomplishing those segments.
I'm not saying every game needs to be accessible to the blind.
What I'm saying is that, if the main game happens to be accessible to the blind, then no part of the game that is blind-accessible should be gated by a part that isn't.
It can be frustrating to be enjoying a game just fine, only to reach an obstacle that you can't pass because of an accessibility issue that is present no where else in the game.
dtgreene: Why should a deaf gamer have to play through a part of the game that relies on audio cues (with no alternative) to get to the rest of the game that does not rely on such?
malikhis: Well, at least with ocarina of time you could draw a map... I remember not even realizing I was supposed to be following the song until half way through, but by then I had already mapped much of the lost woods. It's not exactly a gatekeeper though.
There are a couple things the developers could have done to make this part of the game more accessible:
1. Put a music note icon on the screen; as the player gets closer to the source of the music, the note icon would light up brighter, and when far from the music, the icon would become transparent.
2. If the controller has a Rumble Pack inserted, have the controller vibrate a bit as the player gets near the source of the music, with the vibration speed increasing the closer the player is. (Note that, for any ports to systems that have rumble functionality as standard, the game should give the player the option to disable it before the first point where rumble occurs.
I'm actually reminded of an accessibility feature in Gurumin: A Monsterous Adventure. In that game, if you time your attack to the music, your attacks will be critical hits (and on the hardest difficulty, non-critical hits do no damage). Hence, there is an important audio cue. However, on the PC version, there is a staff with notes on it showing the rhythm, so a player who is deaf (or who is playing with the sound off) still has a cue that allows them to time critical hits. The PlayStation Portable version is sadly missing this feature. (Does the 3DS version have this?)
(By the way, for anyone thinking about picking up Gurumin during this sale who is worried about a nasty bug in the GOG version, I believe that bug was fixed a long time ago, so you should be able to get through the ending without the game crashing.)