Since I replied on your last topic on bosses having planet sized health as forced/artificial difficulty in a specific Final Fantasy game, let me break this down for you.
Imagine playing a game about defending the planet from "Crab Monsters". Now imagine that there is a "Boss Crab" on each region of the planet you have to defeat. Each boss crab is the exact same in its attack style (other than some randomness on attack order) where it has 5 attacks that can be dodged if you memorize movement patters, and 1 splash damage attack that can't be dodged so you have to have high HP and heal during the battle. Every boss crab is the same mechanic, just with a different character model, and each "Boss Crab" has more HP and does more damage than the previous.
You level up your HP and healing by defeating lots of "Standard Crabs" during gameplay. That is the only way to increase your level.
Is the "Boss Crab" that killed you 4 times actually difficult to defeat? You memorized its attack patterns, but it kills you with the attack that can't be avoided eventually because it hurts too much, and you can't heal enough HP in time between. Now if you go kill 800 "Standard Crabs" you may level up and have enough HP to defeat it next time. Then the next boss needs another 900, then the next 1200, etc.
That to me is artificial difficulty. There is nothing you can do but slog through the game the way it was designed to add extra hours.