This whole issue is undoubtedly inherited from the more multiplayer, community-based gaming of today. You didn't get balance patches in old games because they didn't exactly work on patches beyond making those that fixed the bugs ; now you have patches that fix the gameplay. This isn't inherently a problem, it can mean incremental development, but obviously it changes how games are thought of. Obviously balances patches mean taking multiplayer dynamics into a single player game ; this is probably the influence of some kind of World of warcraft gaming that is creeping up even in games without cooldowns. Abusing a game of course is all the fun in old games - it makes you feel like you're working against the system, and a good system can't predict all possible input combinations from the player. It has a kind of old pen and paper flair to it, to the point that gamers can at least project themselves into the designers' perspective, by figuring out how the engine and coding work - at least superficially. You could say, then, that "immersive gaming" is what stops this mechanics, code-based approach to systems ; thus I contradicted the initial point about the opposition between balance and immersion ; and so I am a master of dialectics, suck my dick baby