Unknowingly or unconsciously making an actionharder for one to perform.
Charlie noticed that without realizing they are doing it, peoplesometimes make things harder for themselves, and/or occasionally for others to do. He named that action a "self-created difficulty."
A term to describe games that have enemies that are too powerful to be killed even through intelligent gameplay and the player must resort to cheap tactics and exploits because the enemy cannot be killed in a straight up fight due their health and damage surpassing the player's. The difference between artificial difficulty and real difficulty is that real difficulty can be overcome through intelligent gameplay such as planning out how you will attack a group so you will not take any damage, being patient, and being cautious. Real difficulty is achieved through enemies that have intelligent abilities that the player must learn and learn to avoid while artificial difficulty is achieved simply by raising the enemies' damage and health.
Skyrim on Master is artificial difficulty. Enemies are no more intelligent than normal, but have double health and damage.
A fallacy that claims that "a more difficultmethod of doing something is objectively better than a simpler method of doing the same thing".
An example of the appeal to difficulty is when you submit a Python-related question on Stack Overflow, only for the first answer to be a cuck chiding you for not using a more difficult language like C or C++.