What's stopping the king's guards from saving the king if those Orcs that are trying to kill him are complete pushovers.
Well, that's similar to the "poison problem" in rpgs. See, as a game mechanic, poison is extremely easy to deal with; You can often buy antidotes anywhere and the damage per turn is quite small (at most 1/8 damage and 1 damage per step). But can you imagine what that actually is like in character? In eight turns, you are
dead. The game just happens to have a way that with clear and logical thinking divorced from the pain and fear, it's easy to deal with.
Easy monsters fall in a similar situation. Sure, gameplay-wise the enemies in the overworld might be easy to beat. It might be easy to get through a specific dungeon. So why don't NPCs do it themselves? Because they might be worse than a level 1 character. What could be boringly easy for a party of superpowered protagonists might be impossible for even the strongest of guards. This is an actual plot point in what might be one of the easier Dragon Quests; In 4, Ragnar is one of the party members. He's the only guard who can solve the problems of the first chapter against some of the weakest enemies in the game. And he only gets better. Regular guards don't stand a chance, especially as time goes on and the real monsters start showing up.
Games need to have that feeling of fighting against the tide.
I agree, that falls into "stories need conflict" area.
Those are all design decisions that require careful consideration, but they're thrown around willy nilly half the time.
Correct. Then again, that's also why there aren't that many good rpgs, and more generally speaking, that many good games. "90% of everything is bad" is still one of my favorite critic quotes (can't remember if swears are allowed on site so I did change it).
"Alienating your core audience" isn't going to happen unless you remove normal difficulty when you add easy
Which
did happen. On the PS1 version of FF, Easy Mode was added. On the GBA version, Normal was removed. FF2 was also on the same cartridge, but it was also made significantly easier. It's sad that it's basically unplayable. This is a bad idea.
Firstly, you're conflating "ease of use" with easy difficulty
I entirely agree but it might have happened for a good reason; some games and game styles, without artificial difficulty that comes from the game being hard to play instead of hard to beat, it ends up showing us it's quite easy. Look at Castlevania 1. That game is extremely hard and yet is only 30 minutes long. Yet if it had infinite lives/continues/whatnot, you'd only restart at places you die and can easily retry and reiterate your attempts, making it pretty quick to getting better and thus making it actually fairly easy. Yet, if it did have those, even if just at the beginning of each level, the game isn't actually easier, it just seems so.
Final Fantasy has never been
that difficult of a series (okay, FF4 can in some versions be absurdly difficult). FF1
seems difficult, though, due to it;
Requiring grinding
Save points costing money (through inns or tents) and quite rare*
Tents and friends being bugged and thus not actually healing you if you reload
Has problems from being both open world (hard to know where to go or what to do) and linear (sometimes you only know where to go through trial and error, event flags have to be hit in order)
Unnecessary backtracking (one dungeon basically has to be done twice because you need to leave to open the boss door)
Death removes all progress whatsoever, resulting in full Game Over
Take out that entire list in later games and suddenly everything feels like a breeze (note that Death = GO isn't taken out, rather that GO is actually quite rare). That's because ease of use made it apparent the game is easy. Even FF4 is difficult more for the game getting in your way; The atb system is
bad (as much as I like it), counters are not at all obvious (took me looking online to realize they even existed), and very little is told to you about the mechanics of your characters. Even scan isn't your friend; It'll tell you what an enemy's weakness is but not if that's the correct element to use on that enemy.
You know what else Save Points are for? Characterization of the game world. More and more I see save points being an in world device and not something unrelated and often it makes it better. Bravely Default has a wandering merchant that just happens to be in handy places for you to save. The Most Stupidest Game Ever uses the save point to further mock the protagonist. Chrono Cross has NPCs using the save point. Dragon Quest has always had it as either telling a king about your grand adventure or the church about your sins (and since the church is literally raising you from the dead to continue your journey, saving becomes a divine power instead of a game mechanic). Sure, some can be silly (Resident Evil had you use a typewriter and you need the proper ingredients to save), but you can, as the developer, use save points to tell the player more about the world. If I don't have "save anywhere" (and sometimes even when I do), I love making save points a part of the world, whatever that means.