Academics, Philosophers and Game Designers, actually. Don't bother paying attention to what they have to say and just dismiss their points entirely on the grounds that they're "random ass western white folk".
True, but it does present the information in a handy bite-sized way. There are academic journals and publications online, but not everyone has access to those, and they're quite a long read for people who aren't interested in digging through a 12 page article for what can be condensed to a few bullet points. I agree, Wikipedia isn't the best source, but it is a convenient one, and is in this case accurate and clear enough to give everyone some common definitions we can work with.
In Chess a check comes about as a result of choices made by the players. The rules regarding it also prevent players from accidentally losing the game by making a move that could result in their King being captured.
In your Dodgeball and Baseball examples, those are the game rules setting the boundries of the experience. They're necessary for the game to even take place.
In FF 14 the physical boundries of the experience are set by the geography of Eorzea in much the same way a football pitch is the boundry of that experience. The rules regarding combat and player interactions set the boundries of those experiences. Those rules are then completely ignored because it is the ineffable will of Square Enix.
If people do choose to enjoy Final Fantasy for other reasons than the story? I've enjoyed doing things like the 122333 runs in FF 12 and No Sphere Grid runs in 10. Those weren't intended by Square, nor were any of the countless other challenge runs or Speed Runs and so on that players themselves can come up with. Developers
do not get to say you "playing the game wrong"!
The only other Final Fantasy that has been this strict with the story was 13, and that was a very polarising game because of it. The rest have all allowed the player the freedom to chase whatever goals they wanted to in game.
Also Dark Souls games do have adjustable difficulty, it's not built into the interface, but the games mechanics themselves. You get to choose how diffcult the game is for you through your weapon and spell choices, or by opting into certain covenants. It's actually a very interesting topic to get into, and one that could very well be a feature of future gaming.
Extra Credits did great summary of it, if you're interested.
Anyone wanting to play them for the lore and the world can do so at a drastically reduced difficulty if they so wish, (it scales so low that even my
Mum has completed all three Dark Souls!) without it affecting players who are looking for that hard-as-nails old school kind of challenge. It's a solution that works for everybody.
I want Square to come up with a similar system with their MSQ, one that works for everybody. One that doesn't chase away people who would otherwise really enjoy what the game has to offer, but are put off by the story. One that lets players who love the story do it to the exclusion of all else.