Why do some designers persist in raising the difficulty levels in their games to near-sadistic levels? Is it to artificially increase their true length (shrinking each year due to high production costs)? To appeal to the l33t gamers who form the obsessive fan base? Because the testers complain about games being 'too easy' after playing them for weeks on end?
Regardless of the reason, it needs to stop. They're damaging the industry itself at this point, making initiation into gaming an unpleasant experience for anyone without excellent reflexes and hand-eye coordination. The average person who hits a tough section and dies 10 times in a row is going to give up, trade the game in, and probably not bother picking up the next game in the series. Maybe she or he never picks up any more games at all.
Some designers do a pretty good job of preventing people from
giving up. Bungie, for example, offers a variety of different skill
levels in their Halo games, from Easy to Legendary. They even allow
others to join in on the action, helping the player make it through
more difficult spots. Diablo II makes the first run-through of the game
relatively easy, offering the option of two increasingly tougher
difficulty levels with far better items for veteran players who've
gotten their character through the previous one. The difficulty slider
in Oblivion can be changed at any time, ensuring that no section will
be so tough that the user will want to give up, while allowing more
skilled players to retain their sense of danger at every turn.
Additionally, most other hobbies go out of their way to present a welcoming image for newbies, and other forms of entertainment see no need to punish their audience. Crocheting beginners are offered a wealth of learning materials designed to make learning not only easy, but fun. Movie studios pull sections of their films when they see the test audiences getting bored. Books don't prevent you from skipping to the next chapter if you find one character's story annoying.
There's no reason for continuing with this games-for-the-l33t-only mentality. Publishers, bearing the brunt of the financial responsibility for poor-selling titles and reaping the lion's share of the rewards for those that take off, should be taking the developers to the woodshed on this issue. If presented a choice between satisfying their hardcore audience or getting their title published, any sane developer would choose the latter.
There are so many ways to be creative in giving skilled player additional rewards, allowing gamers to bypass frustrating sections, or even just adding something like a God mode for casuals who just want to see everything, that it seems lazy to frustrate paying customers who don't want to jump through every flaming hoop.