Exactly what are you advocating? Either you have games so easy that everyone can finish them, or you only pay for as much as you can do. Should I ask Nintendo for some money back because I can't get star ratings on all the Grand Prix's on Mario Kart?
Firstly, you could never give a console away and expect to make the cost back on games. Secondly, Nintendo don't make a loss on consoles, nor have other companies historicall. It's only lately that people expect it, given the rather insane attitude of MS and Sony.
What exactly is a game? The industry has confused the issue.
1) The story?
2) The mechanism of gameplay?
3) The environment and elements upon which the mechanism are applied?
Of course 1 & 3 are very much linked.
The bottom line is, that each part can be made scalable to allow players to focus on whatever it is that they enjoy the most. Myself, I see the enjoyment of the mechanisms upon learning them, then competing against others using them. In this case "PVP" is fairly irrelevent of the story or the environment in which it happens - it is more like Arena in WoW or Counterstrike. However, I also like to explore the story, in which the difficulty is fairly irrelevent but the environment and gameplay elements are important, and I enjoy individual "instances" of combining all three, with high difficulty, which means that completion gives enormous satisfaction that the majority of gamers appreciate - such as killing Lady Vashj in WoW recently. What I object to is :
1) Being unable to see the storyline/gameplay because something is too difficult.
2) Being stuck unable to play whilst I churn through storyline I don't care about.
3) Being unable to explore my skills at gameplay without it having negative effect upon the overall state of my game.
As a developer, I feel wholly justified in using cheats in games where I only care about the storyline in order to see it, and I feel justified skipping through dull dialog to get to the play in other games. None of the above cases are acceptable, and if I am not able to experience part of them, I don't accept that I should pay for them. If Blizzard decided, for example, to release a new patch that everyone had to pay for, but only the top 2% of guilds were able to actually experience, I don't think it would be justified to push everyone onto an upgrade path. Similarly, if they pushed a patch that improved PVP, those who are only interested in PVE would not be happy about having to pay for it.
Unfortunately, most games and their engines are not developed to answer these questions. They are developed with limited budget, with limited structure, and to be quite honest, limited expertise. I don't really care if the games' developer can code assembler for my graphics card if he has no concept of content management systems. In < ten years, we will start seeing the number of truly unique game engines reduce, the main differences between the consoles reduce (they are mostly reduced PCs as they are) and the focus will be elsewhere. Business models will also change radically, and the type of discussion we are having will be moot.