My first impulse is to note that easy-success laden games are a sign of the times. Surviving in the current economy is rife enough with frustration and fruitless effort that games are more than usual (and more than ever) an escape from struggle and tribulation, very much the way that movies have been in previous times of recession or depression.
The statistics are unkind. In the US, we are still struggling with an official unemployment of 10%[footnote]That is, 10% of the estimated workforce is currently receiving unemployment insurance. Actual figures for percentage unemployed (aren't working, want to work) are much higher, including those whose insurance has run out, or who don't qualify, say, were self employed or were fired, or are graduates fresh from internship.[/footnote] estimated to to be around 25% in actual figures (around the same as was in the Great Depression [http://en.wikipedia.org/wiki/The_great_depression]).
So games that don't kick our ass, rather, let us asskick in an egregious variety of ways are often the order of the day.
On the other hand, this is the direction things have been going since the age of the SNES, when things were that boss [http://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoHard].
Around the era of Wolfenstein 3D and Doom there was a change in attitudes. To paraphrase an article on game development Then, if a level was too tough, it meant you suck. Now, if a level is too tough, it means it's badly designed, or the monsters are not balanced. In the '90s, the responsibility for the play experience shifted to from the players to the designers, maybe because we expected a better experience when paying $25 up front (on top of a $1200 computer system) rather than 25 cents at the local arcade.
Since around Half Life 2, it was gauche to expect the player to diligently save [http://tvtropes.org/pmwiki/pmwiki.php/Main/SaveScumming] before and after difficult sections. This was resolved most of the time with frequent autosave points, which better suited consoles anyway.
So one could also argue that this too-much-success thing was the next natural progression of game development trends up to this point. It is the next dot one would expect on the curve.
As for this affecting students in school, I call bullshit. Students haven't been particularly motivated in the classroom since the dawn of time, and I'd hypothesize that since only about ten percent of kids are best taught by the lecture + lab model we invariably use in every public school in the US, that might have more to do with it than recent trends in game design.
When I was in high school (early '80s), dyslexic kids were transferred to remedial classes for their one disability, and we southpaws were counted down for our poor penmanship (and we weren't even allowed to turn in word-processed essays). The number of latchkey kids (that is, tweens and early teens coming home to a parentless house) is still ridiculous, as is the number of homes rendered dysfunctional due to stressed-out parents resorting to alcohol abuse, drug abuse, religious fanaticism, child abuse and such in order to stay sane. Before schools can blame anything on games, there are much bigger monsters they have to tackle.
It may also be that the direction games are going might point the way towards seeing our workforce re-enabled. What Color Is Our Parachute 2010 estimated the average time it takes to find a job the usual way (that is, spending 40 hours a week building and sending resume kits and going to interviews, the classic pounding the pavement) is twenty months[footnote]Note that is average. So for every lucky schlub that gets a job in the first three or four months, there's a less-lucky one that has been doing this over two years.[/footnote]. That is 1 2/3 years of shit-work for no compensation, and not a cheevo in sight. No wonder people are giving up left and right and seeking out either disability, or turning to crime. And no wonder people don't want too much challenge out of their games.
I'd say there's part of an answer to the economic problem in the too-much-success problem with games, but I can't yet speculate what that is.
238U.