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Difficulty should be understood through intellectual and affective challenges.
This article by Mateo Terrasa-Torres, published in the Transactions of the Digital Games Research Association (January 2023, Vol. 6 No 2, pp. 127-151), examines difficulty in video games beyond mechanical challenge. The author describes difficulty as a resistance to the advancement, compression, and access to the ludofictional text that causes some kind of suffering to the player, linking it to the feeling of the sublime or the paradox of painful art. Using close reading and playtesting of a set of contemporary video games from 2009 to 2020, the author identifies seven non-mechanical forms of difficulty: narrative complexity, difficult themes, atmospheric density and darkness, emotional and affective complexity, ethical difficulty, textual interpretation, and poetic difficulty. The author states that these forms are not a taxonomy and cannot be understood separately. The author cites Dark Souls as an example in which difficulty is read as producing an experience close to the sublime rather than functioning only as a challenge. The author argues that the legitimated discourse of difficulty centres on mechanical challenge, skill, effort and meritocracy, and proposes a broader aesthetic framing. The author concludes that difficulty cannot be measured or reduced to numerical factors, since it depends on players who accept the aesthetic experience as difficult.
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University of Bristol · 2026