i've been playing a lot of celeste lately, both the base game and some of the most renowned, beloved, community made custom maps. i also made levels for mario maker 2 and watched a shitload of levels being played in mm2. i wanna talk about a common theme i've noticed across community made levels, something that holds those levels back even as compared to other very hard levels in say, super mario world romhacks or the base game of celeste.
recently the sisyphus metaphor has been memetically wielded as an analogy for playing competitive games, but with something like this you end up with a weird twisted version i think. people spend a lot of time and get really good at rolling the same boulder and make it up the hill, so then they start looking for a heavier boulder
to me a lot of high difficulty stuff in games is offputting not because i don't like getting good at games (or grinding it out haha) but because i feel like it's difficult to convey things with "difficulty" that aren't about difficulty. i wrote a much ramblier and more pointless comment than this on the above post, but i feel like this is not even exclusive to fan/mod type work. elden ring, for example, feels to me like it prioritizes sticking to some kind of stat progression curve and making everything "hard" along it over considering whether it really makes sense for nameless midboss guys to be nearly as dangerous and tanky as major, legendarily powerful characters in the story. but it's definitely exacerbated in this case because the creators are approaching from the standpoint of a challenge-seeking player, so they might be even less likely to think about communicating other ideas as a result. the concept of "something you could describe in a single sentence that wouldn't describe any other level" mentioned cuts to the heart of that for me, i think. those things are hard to come up with! it's real creativity! and it's scary to put yourself out there and make something people really might or might not connect with
tho, tbh, considering all the mario maker streamers out there, it's easy to see how "difficulty" is an easier and more reliable foundation to build video engagement with, too...at the same time i know people were all using puzzles and iwbtg-esque psychology to play jokes on each other and that stuff was really popular at least for a while. also i've heard way more about myhouse.wad than like any other fan game-creation in like the past decade so i think a lot of these things do come around