@R3DT1D3 said:
@believer258 said:
So... are you saying that something as simple as Halo has very little room for skill improvement?
Well, let's see you do a Legendary playthrough right after your first one.
You're confusing depth/complexity with difficulty. By making the game arbitrarily harder, the game hasn't necessarily been made more deep or complex. Since you mentioned, Halo, I'll stick to how most contemporary FPS campaigns work. You increase the difficulty which can do any number of things but usually increases the damage enemies do to you, enemies take more damage, more/harder enemies are present. The usual effect on the player is that while they have to me more careful and cautious, they're still performing the same actions just at a slower rate. When the action turns into picking off one enemy at a time and taking cover more frequently, you didn't add depth just arbitrary tedium. Games like Metro 2033 and Bioshock Infinite's 1999 mode would be better examples for this.
In Metro, the higher difficulties increase enemy damage as well as your own damage. They also restrict your resources (ammo, health kits, gas masks) to force you to play smartly. Playing the game on the lowest and the highest settings are like playing an entirely different game. Ranger Hardcore (the highest difficulty) forces you to be extremely frugal and methodical while making deliberate choices that didn't exist on lower difficulties.
Bioshock's 1999 mode also looks to increase depth/complexity by restricting choice and forcing higher level decision making.
When is the last time you played Halo? Certainly it increases damage dealt by the enemy and makes elites, especially gold ones, essentially walking tanks, but it hardly makes you do the same actions, just slower. I play Halo on Normal completely differently than on Legendary. That's why I pointed it out - it's simple to grab hold of but requires a ton of skill and practice to truly master. Trying to beat Bioshock on the hardest difficulty without Vita chambers is of a comparable sort of difficulty.
While we're at it, is the complexity that you want more menu-driven, or do you mean something more along the lines of Bioshock's "what can I do to take these enemies out while losing as little resources as possible"? type of complexity? Both types are complex but the former isn't much fun to most people and the latter doesn't often get recognized as "complex".
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