http://www.theguardian.com/technology/gamesblog/2013/feb/14/frustration-in-game-design "From here I thought, well, is frustration part of game design or a failure of game design? Certainly, frustration has been there from the beginning." but in the beggining it' wasn't a teaching module in programming school that's mostly the difference, you know, kinda use and don't abuse kind of stuff. It can be but when too much is too much ; ) In the beggining it was more from a devs feeling "natural" implementation of frustration in gaming this is kinda the difference, now it turned like some sort of over used recipe. Disminushing return work as expected no matter what ; ) also speaking of mmo, many boss fight use tank taunt exchange xDr @5th last time i did it was to please my younger brother and play with him poorly designed games xDr or sometime just per curiosity to see how far they have been kinda intrumental calibration and rescale/reset of my reachable dumbness reference level. Addendum: also you can't unlink this in // with the number of games available today in // with 5 years ago , in // with 10 years ago in // with ... people switch faster that's all ...