What are some good examples of "fake difficulty" and how can you avoid them?

Okay, I know this is two months old and I really don't feel like reading what everyone else has said, but I want to share my views about difficulty:

Games test certain skills and tend to teach the player those skills. By stripping the player of control or knowledge, you get what many refer to as "fake difficulty"/"artificial difficulty.

Why those terms? Because the player is being penalized by something they could not have possibly accounted for.

Imagine if you were taking a ten problem algebra test on a computer. You need 7/10 answers correct to pass and all problems are graded equally. One of the equations has a random variable. You get 6 questions correct and three questions wrong. This random factor can make or break you.

You could try arguing that this wouldn't be much of a problem if you were better at algebra. Then you'd get a guaranteed 90%. Doesn't change the fact that you're still being punished for something completely out of your control.

Now imagine this occurring on every single problem. It doesn't matter how competent at algebra you are, your success is completely up to chance.

Let's say for instance that one could learn exactly how the RNG worked and you were given an infinite number of chances to pass the test. The thing is, however, that the nature of the test has been altered. You were presented with an algebra test, but now you're realizing that your algebraic competency is irrelevant and the only way to succeed is by learning a pattern that can only be found by failing repeatedly.

In a different scenario, let's say that you're taking algebra test without any random elements, but you're suddenly introduced to Pre-calculus (which, for the sake of the argument, you're completely unfamiliar with) in a problem and given a one minute time limit to solve that particular problem. Also, that problem accounts for 50% of your score.

Now imagine a nightmare scenario with all of those things happening at once.

Call me a casual scrub, but I'd much rather my chances for success to be fair. Misleading the player or taking control from them does not actually test their skill. It simply punishes them for not knowing something at best (Invisible coin block over a bottomless pit is only going to be effective the first time I encounter it) or makes their skill irrelevant at worst (Finish a battle in exactly five turns, no more and no less? Hope the RNG lets me).

I've never played any of the Souls games since I hate RPGs in general (in part due to the randomization of so many aspects), but I am a big Mega Man fan and the only things I'd call close to "fake difficulty" in general* are the boss battles since the player doesn't normally have an opportunity to sit and observe their patterns like everything else in the games but, even if you do fail, their patterns can usually be mostly learned during the first attempt.

*X6 frequently punishes the player for things they couldn't have possibly have known and even goes as far as to make dead games possible with X. It also frequently presents situations where it's impossible to avoid taking damage with the use of certain boss weapons or at all.

/r/gamedesign Thread Parent