Merranvo: It's an interesting observation, I think. That people generally enjoy progressing in a game more than they enjoy the gameplay itself (which is why having to repeat sections after dying frustrates many people.) For as big an impact as gameplay is supposed to have, it always seems to pale in comparison to having an end goal to reach and the ability to make progress to it.
Why do we not eat a whole cake if cake tastes good? Because after a while it gets old.
Something i've slowly learned over time, though, especially pushing myself to get better by playing certain games like SiNiSister: if you're dying alot, odds are you're doing something wrong. The thing is, the frustration comes from not being able to figure out what that actually is. A series really, really good at teaching this is Monster Hunter. Unfortunately, sometimes once you get too good at it, you often forget the lesson.
Then there's things that just aren't fun, like a final boss with a monsterous difficulty spike where you have to whack on it for an hour or something without making a single mistake, when you have diarrhea, and your eyes are burning from the lack of sleep 'cause you know you're at the end of the game and it's 2AM and you just want to claim victory.
Merranvo: It's an interesting observation, I think. That people generally enjoy progressing in a game more than they enjoy the gameplay itself (which is why having to repeat sections after dying frustrates many people.) For as big an impact as gameplay is supposed to have, it always seems to pale in comparison to having an end goal to reach and the ability to make progress to it.
Sachys: Simple answer with a sweeping brushstroke - a lot of people game to escape the setbacks life throws at them. Having a setback in game brings them down to a level of normality they do not want at that moment. Adversely without the potentiality of a setback, games can seem dull to some of the same crowd.
Summary: the "power fantasy" of not having setbacks is popular enough.
Nah, not so much. Usually i find people really appreciate when they can find out how to overcome the setback. Especially frustrating seems to be the cases where you don't know what to do, or especially how in alot of older games you have to fight down a long corridor and watch a 30 second boss intro and your tension is high and the game's forcing you to try to calm down before it throws you right back into high tension. If you think you got teh motions down to defeat said boss, this is just aggravating.
Yes, i know, there's a monster in the black goop over there, and he comes out, roars, scary as shit, looks real badass, what ever, just let me kill him, already!