Where did the mechanic "if you are good at the game, the game rewards you and it gets much easier" came from?
Shouldnt it be the other way around so experiences players get a challenge?
Quarter munchers. They're designed so you either die quickly and someone else can walk up to the machine and drop money in to it, or if you are good, it gives you a rewards to keep one person constantly engaged. You could also argue it has roots in /tg/ rpgs where you level up and become more powerful. There's also a matter of design where some games are set up such that they reward time spent by making the game easier, while people who are good at it can skip various power ups and rush to the end faster. There's a reason no one gives a shit about high scores, but speed runs have a dedicated community.
It gives you a nice feeling of empowerment and clearly shows you that you've improved. Makes all the frustration worth it. Constantly upping the difficulty if the player's doing good feels more like punishment than reward since then you're never allowed to enjoy feeling like you're a master of the game.
Pretty sure it came from real life. If you're good at something you do well and get rewarded. I know it's hard to believe but before the Participation Trophy Generation that's how life worked.
You only get rewarded in real life for your efforts if someone pays attention to you. Even if your efforts are literally shit, you'll be rewarded and respected as long as people like what you do.
You've spend tens of hours playing so you know where all the powerups are, you have a strategy of powerup progression, you know which enemies are in which locations, what environmental hazards are coming up and so on. You know the game back to front so of course it's going to be easier than when you first started.
What's the problem exactly?
Why don't you complain about a driving game rewarding you as you get good at the game?
If you've driven enough hours around the same tracks that you know them back to front and you know how the car handled and it becomes effortless it means you're good at the game. You should complain about how the game designers didn't make it so when you can finish the track in less than 3 minutes it adds another six miles full of hairpin turns to the course
Whoever can get through all of Gradius never dying and keeping fully tooled up has spent a lot of time and effort on mastering what is a tough game
A lot of shmups include systems where the game gets harder the better you do, in more modern shmups you'll often see people doing tactical bombs/deaths to lower the difficulty
>If you're good at something you do well and get rewarded.
Pretty sure that's the exact opposite of how it works in real life. You bust your ass working 12 hour shifts in a factory for slightly above minimum wage and come home to your TV dinners and some asshole high school dropout on youtube makes 10 billion dollars a year sitting on his couch bitching about video games.
>There's a reason no one gives a shit about high scores, but speed runs have a dedicated community.
wat? There's a whole community dedicated to high scores also, it's the core interest of the shmups and pinball communities.
In gradius at least, the more upgraded your ship is, the more projectiles get shot at you. Also in Gradius 3 there are enemies that spawn when you have I think 3 or 4 options that steal your options.
>There's a reason no one gives a shit about high scores,
I care about highscores when the game has a fantastic scoring system.