This is a gaming concept that somehow has gained traction in many sports games. It is the philosophy that regardless of the selected difficulty level, repeated success must be punished. Somehow, game managers think the software must implement such a strategy to keep the game appealing.
The foolishness of such a concept should be easy to grasp. It makes one wonder then why so many games feature it. Is it really an effort to retain interest by making some games particularly challenging? Or, instead, is it some other motivation?
Speculation is that game studios do this because they don't want anyone to pull off a run of success. It's like an ego thing. The game must be challenging and if you become so good as to reduce the challenge, then the game code will implement some foolish contrivances to make defeat inevitable.
Oliver Wendell Holmes was a famous American jurist, an early sitter on the US Supreme Court. He wrote a treatise on the basis of what constitutes good laws. In it he essentially says that even a dog can tell the difference between being tripped over vice kicked!
How does that apply here?
Customers can accept losing a game (versus CPU or human) if the game conditions meet reasonable standards of behavior. But, when the game code so totally messes with common sense to impose a loss then the customer is left with more than just an empty feeling. In truth, the experience harms the quality of the gaming experience, and for many people it results in less game play.
In MLB The Show, in RTTS (which is exclusively versus the CPU), I call it the ten-game rule. If your team wins ten games in a row, the game code implements the punishment. Suddenly, pitchers with a 3.00 ERA for the season vomit 8 runs in two innings, or surrenders a string of five runs in a single inning to lose the game.
The problem isn't losing the game. The problem is the clumsy way that the game code decides how that loss will play out. If the game code does it in a way that preserves the integrity of the game, then the experience doesn't feel poisoned.
I'll provide one of the more infamous examples and likely the single most condemned part of the Madden NFL genre -- the infamous snow game and monsoon game. It is the game where during the "snow globe" game you literally cannot as the QB see more than ten yards in front. Receivers running a route disappear into the snow. That's now how a real NFL game in snowy conditions looks. The closest was one game in Chicago that was singularly infamous, but even then players on the field could see 30 yards downfield.
The monsoon game in Madden is about as bad, with receivers on your human team constantly running routes and falling to the ground from slipping, and fumbles happening constantly with your otherwise sure handed running backs (same in the snow games). However, as in the snow games, the CPU team just cruises along normally, scoring as they normally do like they are playing in the sunshine!
This is criticized because the game coders write the code in such a clumsy manner as to make the game more an in-your-face experience than a sports themed game. It is the coder telling the paying customer, "I'll put your arrogant [censored] back in its place and you'll like it buddy!"
In real life, you treat a customer like that one-on-one, you'll get fired every single time. But, game coders and their managers somehow think they have a presumed right to carry out vengeance against their customers. It results from too much time spent in an office cubicle and not nearly enough time spent in the real world interacting with people!
I wouldn't hire a coder without seeing on his resume an extensive amount of time spent working in settings that required daily interaction with paying customers, demonstrating the ability to empathize with a customer and deliver on promise without bankrupting the company without ever treating a customer disrespectfully.