Retro difficulty worked differently than people remember

i keep wondering if a lot of retro difficulty was really just part of the pacing, not some sacred test of skill. a game asking you to replay a level five times felt normal back then; now it reads as padding unless the rest of the loop is really good.

maybe i’m just getting old, but i don’t think modern players are more fragile so much as less willing to treat friction as content. where do you land on that?

The “replay the level five times” thing was often an economic choice masquerading as difficulty: cartridges and arcades needed you to spend time (or quarters).