>>723387303 (OP)
Good design is good design.
Something can be hard and not well designed, the difficulty feels unearned
Or it can be hard and well designed and the difficulty is interesting and engaging
>>723387303 (OP)
It's hard to make good easy design when easier is hard to make good and good is only hard when good hardening soft easy harder things...
If you read up on Itagaki's comments on his design philosophies you'll find that his insights went much deeper than just "HARD GAME GOOD". He cared about getting an emotional response out of the player and he used different tactics to achieve that. Itagaki wasn't a fan of game designers that only got their ideas from other games. You needed other influences outside video games to make a game unique and interesting instead of derivative. The essence mechanic for example was inspired by his love of gambling.