Artificial Difficulty makes the player do the same thing over and over for reasons other than being "hard" or "challenging", such as requiring excessive trial and error, requiring an absurd amount of score, lack of sufficient check points, etc.. In the Z-Ball example, the player is required, at least in the first time playing the level, to guess which frames are "safe" and time it correctly, since it's not very obvious in a 2D environment.
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