
Ah, this brings up another thing I meant to discuss in my prior posts, but completely forgot about:
The subject of cheat codes.
Now, this might be completely mistaken, and I do apologize if any of it is wrong.
But it's my understanding that cheat codes, back when they originally existed during the days of the NES and SNES and the like, that where a lot of those cheat codes originally came from were that such things were often originally just development tools to test things, look for bugs, easily get to various parts of games quickly in order to do the prior two things, etc.
And that such development tools would be removed, if and when possible. But one if not both of the following things were often the case:
1.) The programming languages many games were programmed in at the time made it very difficult to remove functions once implemented and it's just easier to leave them be and hope people don't find them, and if they do, whatever.
2.) In addition, precisely because of the games being intended for video game cartridges, in addition to online patches and the like not being a thing for years, it was very difficult and costly to update games in general. Which is just one more reason to let things like that be.
For those kind of reasons, in certain cases, development tools were essentially left in particular games, and it was just hoped that people wouldn't find them. But some did. And thus "cheat codes" began. And then, from there, certain developers kept just leaving them in and hoping that other players wouldn't find them in their particular games, others left them in and didn't really care one way or the other, and yet others started seeing "hey, this could just be a cool thing to leave in on purpose, just like, in general/for PR/etc," and so some intentionally started creating "cheat codes" in their games, and that's how everything got started. I could be mistaken, but I believe the history of cheat codes is something to that effect.
It's my understanding that in the modern era, that in the process of developing games, stuff very reminiscent to "cheat codes" of olde are still used.
It's just that modern development tools and programming languages, in addition to patching and updating games being easier in general, makes it waaaaaaaaaaaaaaaaaay simpler to removing that kind of stuff before release, as it was intended to begin with, and so that's one of the reasons such things make it into far fewer modern releases (in addition to not wanting to conflict with stuff like Achievement/Trophy systems on game consoles).
But nonetheless, while I could quite easily be mistaken about such things, it's my understanding that it's nonetheless common while games are in development to use tools reminiscent of cheat codes to test and y'know do QA and the like on all aspects of games. As, after all, it would be quite insane to literally have to play through all of a 100+ hour RPG or MMO to test one specific thing in a late-game dungeon or raid or something.
So, what I'm getting at, would be is at least in single-player games (as obviously stuff like multiplayer is its whole other can of worms that's waaaaaaaaaay more complicated), just leaving some of those developer tools/dev-mode stuff in there, instead of patching it all out before release.
Like, obviously not all of it. Like, obviously people shouldn't have access to the LITEREAL development tools or source code, or things like that as that could cause any number of problems, so I understand being extremely careful with stuff like that.
But leaving like godmode/other invincibility or warping tools or chapter-select/dev-saves and the kind of tools specifically for testing stuff in as accessibility options and the like?
That would be a more fair compromise and way of handling those kind of situations that wouldn't require more work, as those are things that do exist regardless and have to be patched out before release. Obviously entirely like bespoke options and difficulty modes and the like are ideal, but when not possible, something of the sort like that would be a more fair middle ground and address those kind of concerns of needing to devote resources to those kind of things (as it's just using stuff that has to be made regardless).
Now, obviously that's contingent on my understanding being correct, which is may not be, and I also realize that even if it were to be correct, that obviously still wouldn't apply to all games, as development is different for each games. Nonetheless, that's still a way more games could deal with that, assuming that stuff is correct; just leaving "cheat codes"/tools in there instead of patching them out.