I can't watch the video yet but this is me reminding myself to

My own take is: everyone should have the same experience, so the game should change based on player performance to allow everyone to feel a similar way https://twitter.com/gamemakerstk/status/1322117225973768194
Like, as an artist, I make things to make you feel a certain way, but your body, your skill, your age, your network connection, whatever, it shouldn't get in the way of what I want you to feel
So if I make a horror game that my friend Bob can get through in a single try and you can't, for reasons outside of the game, you may butt your head against the wall until it stops feeling scary and takes you out of the game.
But if we can change elements of the game to allow you and Bob to feel the same way, even if, I dunno, your hand is in a cast or you have wireless controller interference, so you are pressing inputs differently than Bob, we have made a better game.
I want you to feel "horror game scary" or "boss fight thrilling" so the game needs to match what you are able to do, rather than you, say, putting in twice the work as Hypothetical Bob because he has gigabit internet and you have dialup
The problem with "git gud" is the idiotic assumption that effort expended is equal between all people. But this is like expecting middle school kids to play basketball at nba hoop heights. We change the hoop height so everyone can enjoy the fun of basketball. Kids aren't 7ft tall
A meter tall kid who hasn't hit puberty cannot build the muscle mass needed to jump as high as Lebron, right? Like, even if our hypothetical middle schooler was capable of generating, proportionately the same strength as an adult athlete in his prime, they're still scaled down.
So we lower the hoop and everyone plays at their best and they both win the game and as a result they both _feel_ the thrill of winning.

We adjust the game so everyone can feel the game in the same way because everyone's output is different.
I have a weird thing where my left eye tints everything red and my right eye tints everything blue, so imagine a world where you paint one specific shade of red that looks a specific way to you, because it creates a very specific feeling.
now imagine that someone's eyes dramatically cool the intensity of the specific shade of red you were going for, while another person's intensify it. You wanted to go for warmth in winter, and instead you got 'dull and dead' for one guy and 'angry, blistering' for one gal
imagine if people could calibrate the painting so that the image actually has the impact we wanted when we made the scene.

Developers actually do this already, but with television sets. It's the gamma adjustment; each tv is different so we have to change the game.
difficulty is just taking this to the next level; we are changing the game's parameters so that the audience all has the same perceived experience. Everyone puts in proportionately the same experience to receive the same _feeling_
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