@Sin4profit said:
@Twiggy199 said:
The veteran difficulty was more of a grind than it was a challenge, more frustation than stimulation.
This is my frustration with game design. I'm currently playing Darksiders and regretting playing it on normal just because i wish the enemies would die faster, it's the environmental puzzles and such that make that game interesting and combat in these games just feel like an obligatorial chore, Mass Effect is a prime example of combat feeling like a chore against a compelling story.
One game i look back to as having a great dificulty switch is the Thief series, basically the more you ratchet up the difficulty the more you were responsible for, (steal more loot, sneak back OUT after you complete your mission, don't kill anyone) the combat mechanics stayed the same regardless of what difficulty you played it on.
Another interesting take on difficulty is the original Max Payne series where they dynamically controlled the difficulty based on how well/bad you were doing.
I don't know about this...
While I agree that games like Thief can do nifty things (i.e. non combat changes) with difficulty it seems a tad unfair to expect other games that are difficult purely based on combat to have such changes with difficulty as well. Games like ME, CoD, GoW... Those would be stuck if you expected this kind of difficulty change.
I disagree in general that changes to damage, armor, or health are 'difficulty without depth'. This CAN be true but not always. To take your ME example, on lower difficulty the angles of battle are much less important. If your cover is exposed it's not an urgent problem. This is because you can tank hits for longer time. Enemies have less armor so you can shoot it down fast and then go easy mode by using your battle powers to disable them. At hard difficulties you need to engage in the cover system a lot more because you can't take hits and you need more time to use your abilities to get rid of their armor. Just by forcing you to treat enemy fire as actual dangers and cover as a necessity to buy additional time (for power cooldowns, more shots, etc.) the combat shows a lot more depth. At normal difficulty I would easily blast their armor down and then disable them. Combat was just a way to advance the story. At Insanity I actually used the heavy weapons when I found that I was stuck in a corner and needed to just brute force my way out.
I am not saying necessarily that everyone will enjoy messing around with the cover system, because I do agree that ME does not have the best combat system (for example, it could be frustrating to move around in battle with the controls). Some people would much prefer to just enjoy the story and blast through enemies so they play on lower difficulty. But often times changing 'only numbers' can have a huge impact on how a player plays the game.
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