To point out the obvious, the primary goal of a player who watches YouTube videos to find the "Magic Method" to defeat a boss and to farm it, is not a dynamic, challenging experience. They may want to experience the whole game in a short time period, to prove they can excel at something, or to generate money on eBay. Even back in the early console days, many games came with cheat codes, and it was up to the player whether to use them. Whatever best entertains each player. http://public.gamedev.net//public/style_emoticons/#EMO_DIR#/smile.png In this age of social media and the increasingly widespread realization of players that organization is the key to end-game play, rethinking the "canned" encounter in favor of emergent behaviors would seem to be the way to go. There are no shortage of designers who have come to the realization that winning the 'content war' is cost-prohibitive.