Challenge Accepted: That’s not a challenge

I hate to make it seem as if I’m kicking a game on the way out, but if there was ever a poster child for some of this…
I probably don’t need to tell you about fake difficulty; we all know what that is by now. It’s one of those concepts that’s been held over in design for years now, a crutch that games use both unintentionally and intentionally. Forcing you to sneak past rows of enemies you could dispatch in moments is an intentional use of it, a game that just isn’t coded very well and winds up with difficult controls that hamper your experience has sort of stumbled onto it. You might think this article was meant to be about that.
It’s not.
While we all know about the telltale markers of fake difficulty, we don’t talk much about the elements of challenge that don’t actually qualify as challenge. These aren’t relentlessly cheap, but they’re also not really something that’s hard to do so much as they’re bulking out actual challenges with filler. If difficulty is meat and fake difficulty is something vile substituted for meat (tofu, maybe, since I don’t like tofu), these are water. You can inject a bunch into anything and fill out the size, but the actual content remains about the same.
The jack of all problems
Every single game that allows you to build a character how you want lets you build yourself as a jack-of-all-trades if you want to. In many Final Fantasy games you’ve got the Red Mage, a master of both offensive and defensive magic while being a deft hand with a sword. Dungeons & Dragons has traditionally had options like Bards or (in the old days) multi-classed characters. Kingdoms of Amalur‘s loose class system lets you have a character who’s pretty good at lots of things and derives benefit from having dabbled all over. The idea is that you’re not as strong as a specialist, but you can always do more!
Pretty much no game has ever made this work.
The problem is that every single game with a true jack-of-all-trades either winds up with a dramatically overpowered character or a completely useless one. (Or a character that specializes in something after all, which makes the character/class not truly a jack but just a flexible character outside of the specialization.) It’s a seductive idea, obviously, but it just doesn’t work out from a balance standpoint, and we need to get away from that in design.
Fear is one of the most primal motivators of human beings. It’s so important to roleplaying that 