CJ and Holmes disagree: Are 'emotionally difficult' games more legitimate art?
[CJ and Holmes Disagree is a series where Destructoid Features editor CJ Andriessen and washed-up Dtoid Show host Jonathan Holmes disagree about video games. Who will you agree or disagree with?]
Some game developers love making hard games. They thrill at the idea of inspiring players to dig deep for the courage to get through a seemingly impossible situation and to use their heads to devise strategies that are beyond anything they've ever planned before.
It's a risky move. Any time a developer might intentionally or unintentionally extend the player's time with a game past the point of enjoyment with some nearly unstoppable force or unmovable object, they run the risk of being accused of being "lazy" by adding "padding" through the route of "fake difficulty." Bullet-sponge bosses and level designs that require memorization through trial and error are two easy examples of the kind of design elements that will cause many critics to feel personally disrespected by the devs of the game in question.