The typical way to design game is to ramp up the difficulty progressively: the game starts easy and becomes progressively harder until the end of the game. But is that the best approach?
For some games it is. Some games test your skills and constantly push you to your limits to force you to get better. The games that gain the most from constantly increasing difficulty are those focused on the mastery of a simple skill. Guitar Hero would get boring if the level of challenge stayed the same throughout, for example.
Richer, denser games don’t need a constantly increasing difficulty nearly as much because what keeps the game fresh is the renewed content of the game, not the increased difficulty. In Mass Effect, for example, I found the last part of the game easier than many earlier parts — but that didn’t make it any less enjoyable. A cinematic game doesn’t need increasing difficulty to keep players interested, it’s the cinematic aspect that’s interesting — it can get more intense without being particularly more difficult.
It’s a bit counter-intuitive, but it seems casual games gain more from a constantly increasing difficulty level than typical hardcore games. Tetris has a much clearer increase in difficulty than Gears of War.