dtgreene: Which is how games with combat should be.
Cavalary: Yeah, you keep stressing that. Me, I'd hardly ever play any games if that's how they all would be. (Same for idbeholdME's high difficulty "requirement".) Sometimes it works, if the combat is done very well, but even then more an exception than the rule, something to break out of what I'd normally play. Maybe works for one of the 4-5 games I try to finish per year. Possibly compensated by another one, though definitely no more than that, being combat-less, just story and atmosphere, which in this case may well be some "walking simulator" or something of that sort, since it's been a while since I played pure adventures and even longer since I liked one (though I find myself lately considering giving a go to a few of those given as freebies on here).
Give me an immersive atmosphere; a good story, preferably interactive, letting me choose (and knowing what I'm choosing, not choices with potentially unintended consequences revealed later, with no way to even take it back and change the outcome when that time comes), though a set story can also work if it's a good one and I don't particularly disagree with it; characters to care for, preferably with interesting interactions between them; good writing and dialogues; and something to do so I, the player, has the crucial role in getting it all to the desired outcome. The combat falls under this last aspect. Often necessary, but as an enhancement, not usually enough on its own.
In general, if a game has combat, the combat *is* the game, and the rest of the game should be there to support that. Story does not support combat.
If a game developer wants to tell a story, it should either be told through gameplay (a non-trivial task), or the game shouldn't bother with combat and other gameplay aspects. I do not like having to wade through story just to get to the actual game.
This is particuarly annoying in games with RPG-like stats (including, but not limited to, actual RPGs); if I boost my stats or learn a new ability, I want to be able to actually *use* it rather than just watch events play out. (Related: Mini games don't belong outside of games that are basically collections of mini games (this includes things like Mario Party), and if they are included, they should be optional and not important to the core gameplay; there's also accessibility issues here.)
idbeholdME: Playing games that don't offer a challenge or playing them at a difficulty that is too easy is highly detrimental to my enjoyment of the said game. That is the reason I play most games on the hardest difficulty possible and I'm slightly annoyed by those that have one pre-defined difficulty because I usually find it too easy.
What if the hardest difficulty is not meant to be reasonable?
(Example: In I Wanna Be the Guy, the hardest difficulty, Impossible, removes all checkpoints. As a result, if you die, it's game over and you have to restart from the beginning (or stop playing). Given that you die in one hit, and the game is filled with traps that can kill you without warning, playing the game on this difficulty just isn't reasonable; even if you want to challenge this difficulty, it is not reasonable to attempt it on a first playthrough.)