Learning how a roguelike works is approaching a greater understanding & appreciation of the whole. "Difficulty creates motivation" says a slide around the 10-minute mark of the video, but . . . no, difficulty is what signals that that understanding is valued/necessary.
In the lingo of Christopher Alexander, "Difficulty creates motivation" makes an awful pattern because it doesn't map accurately to the problem space. There are difficult games that aren't motivating, and motivating games that aren't difficult. We need a more precise pattern than this.
In the lingo of Christopher Alexander, "Difficulty creates motivation" makes an awful pattern because it doesn't map accurately to the problem space. There are difficult games that aren't motivating, and motivating games that aren't difficult. We need a more precise pattern than this.