Superguides are a good design choice and a good move for the gaming industry in general. Why? This boils down to one simple factor: Accessibility.
Accessibility is a key quality in any game. It determines who can play the game and who can't as well as how long it will take the player to get used to the controls (to a certain extent). Usually, this will reflect the game's target audience and demographic.
Superguides help make the game more accessible to everyone, as they practically play the game for you. But why the heck are they good if that's what they do?
This is because they usually are completely optional. They are usually, in no way, required in any way to complete the game. To me, this is design that encourages anyone to play the game, regardless of skill level. This should be encouraged for the reason that they help people get into the game. For those who feel "babied" by them, you don't have to take the superguide because they aren't targeted towards you.
Most of the games that have superguides are Nintendo games, most notably the recent Mario games (Read: anything from Super Mario Galaxy 2 and beyond). These games are designed for everybody, regardless of skill level, to enjoy. A superguide helps to reinforce this notion - Non-gamers don't really have the patience nowadays to sink their teeth into a particularly hard game or getting out of a part they are stuck in.
Personally, I like having superguides for these types of games available because the devs will feel less inclined to alter the core game to make it easier for everybody in order to make it more accessible. As a result, they can make the game harder but yet still encourage anyone to enjoy it regardless of skill levels.
However, on a last note, a forced superguide is a very bad design choice, as it completely strips the ability for the player to do the level or segment for themselves after it is triggered.
Edited by Orithan, 02 March 2014 - 07:06 AM.