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spemanig said:
CladInShadows said:

I can definitely take stuff from what both of you said and make it apply to me. I love the nuances of difficult games (Dark Souls, Bloodborne, Ninja Gaiden, etc), but I look at that super difficult boss as a challenge. There's a part of me that will go forever unsatisfied until I overcome it.  Same feeling I get with the Myst games.

Impossibly difficult games are really just broken games.  But games that are punishingly difficult yet still beatable?  That's the perfect balance.

I'm not saying that you don't look at difficult bosses as a challenge. What I'm saying is the the reason you like that challenge isn't because "duh it's really hard," but because you understand how to overcome that challenge and that understanding comes from a deep understanding of how the game works. You know how to overcome it anyway. Because you've grown so intimate with the game, or you know that you will, that you know that you'll be able to beat it anywayin spite of that difficulty. The difficulty of just the perameters build to force you to express that earned intimacy in an impressive and satisfying way by closing the margin for error when not adequatly expressing that intimacy correctly.

Actually, you're right.  I can bring up Myst again.  Many people who started up Myst for the first time were probably only familiar with point and click adventure games of the Sierra / Lucas Arts variety. Amass an inventory. Use your items on the environment or other items.  Talk to people, etc.  Myst was a completely different experience at the time.  No back story, no descriptions, no instructions.  Just pops you into an environment. It's up to you to "solve" the game. You start thinking differently.  You move around.  You interact with things.  You flip switches. You see what happens.  You observe.  You listen.  And you begin to see how the designers think. You begin to think and observe in a different way.  A way that is more in tune to how Myst works.  So that when (if?) you solve the game and start in on the second game, it's "easier".  And I use that term loosely.  It's not easy.  Not even in the slightest.  The second Myst game (Riven) is a brutally difficult exeprience that puts the original to shame.  But you already hit the ground running. You don't need to get used to how things work anymore. You play within the rules that the first game set.