Define "artificial difficulty"

Define "artificial difficulty".

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The first boss in remnant: from the ashes

All games are artificial, therefore all challenge in them is artificial as well. So what in the fuck does this term try to convey and how do I know it's probably been invented either by some pretentious game journalist or YouTube game design "experts"?

Difficulty that is added to the game deliberately, rather than being a consequence of design decisions that weren't necessarily intended to create difficulty.

It's generating pollution via a power plant vs burning tires. One is generating pollution as a side effect, the other is producing it intentionally.

Padding HP and Damage of enemies

literally just sliders

When you can only succed by dying and trying again. Which is omething that desn't happen in real life unless you are Jesuchrist.

Mandatory hard-to-pull jump section that you see after spending 20 mins killing enemies and just before the next save point. The stress they put on you. If you fail, you have to repeat all over again.

Things like damage sponge enemies who can end you in 2 hits is lazy artificial difficulty. Most western games with scalable difficulty utilize this method.
Ninja gaiden black and 2 are some of my favorite games of all time and they also utilize artificial difficulty such as enemies able to grab attack you in your recovery frames and kunai spams.

Clearly your interpretation is flawed. But if you stopped outsourcing your understanding you'd lose your short bus pass.

at its core, it's difficulty that isn't mitigated by player skill. if the game doesn't get easier or more manageable the better the player gets at the game, then the game's difficulty is artificial.

see:
>rubberbanding AI in racing games
no matter how well you know the tracks or how to handle your vehicle, the AI will always be at least a set distance behind you, which punishes you for playing the game well, since you're not actually getting a lead by doing what the game wants you to do.
>AI opponents reading your inputs the microsecond you perform them in fighting games
allows the AI to react to your attacks faster than humanly possible, which you can't plan or play around, which is the entire point of a 1v1 fighting game.
>health sponge enemies in FPS games
completely removes aiming/shooting as the main skillset the player wants to cultivate, since no matter how well you shoot, the enemy will still take forever to down. also makes ammo economy a major pain in the ass, which ordinarily would also be an important thing to learn how to manage in a well-made FPS, but if you have to pump an entire mag into a single enemy because their HP value got its decimal point moved two places to the right, then you really have no agency as a player to influence how you manage your ammo.

all of these examples don't actually make the games harder, just more tedious.