We can all agree, that a games difficulty has great impact on the gaming experience, wether because you can't beat the first level, or because the game provides no challenges. In modern days, games use several different ways to create aforementioned dificulty.
I'd like to discuss, which ways to create diffculty do you like? Which one do you dispise? Can anyone provide more examples of where certain ways are executed exeptionally well / bad?
(and yes, i am bored)
1) Strength in numbers
While you as a player will generally be outnumbered in most non-strategy titles, some games just overdo it, by swarming you with unreasonable amounts of cannon-fodder. A way to create difficulty that, in my humble opinion, is almost impossible to execute well, since any game (with the exeption of zombie-games) will loose immersion, if you have to eradicate entire populations, just to get across a room. A current title especially guilty of this, is Dragon Age Origins, where enemies tend to appear only in hordes, and even the most epic boss battles high atop a tower against an arch demon, swarm you with small enemies, dispite being absolutely unnecesary. Outstanding at this point is the part in Orzamar, fighting through the bandits den, where I most likely single handedly butchered 70% of the entire dwarwen population (or at least felt like it)
2) Strenth in health
Instead of making a game difficult, just increase the health of every npc ingame tenfold. Some devs have yet to learn, that this, while being quite easy for them, does not make the enemies worthy opponents, just more annoying ones. This is a problem Mass effect 2 has, where enemies on the higher difficulties tend to survive a whole ar clip to the face, but the ultimate "how to never do it ever"-prize in this category goes to borderlands coop, where for every player joining in, the health of all npcs is doubled, leading to them having 8 times their original health if you play full 4 player coop. So me, my boyfriend, and two people from our Wow-guild are trying to kill Bonehead (i think that was the guys name) Were all lvl 8, hes 11, but no problem. Or so we thought, since we had to take turns in walking back to firestone and buying new ammo, because the guy took a rough 80 snipershells. to the head.
3) Giving enemies superhuman abilities
Since its the ai, it can cheat - make the npcs faster / stronger / improve their aim. While this can go horribly wrong (See also - Far Cry, or being sniped in full cover, in a closed building, from several countries away, with a pistol) this can also go well - as can be seen in Modern Warfare 2, where enmies basically turn their aimbots on when you select veteran, but despite that, still feel like human enemies, that you can sneak up on / flank.
4) Making the enemies more skillful
While this would seem the most obvious choice, it is also the rarest to be seen, because it is not only hard to implement, but also means walking on razors edge, because as a dev you want to make your game challenging, not frustrating (unless your capcom) - They did it well in Dmc-series - the enemies, despite being quite skillfull, don't just wipe the floor with your entrails - on the other hand they did it horribly in street fighter (Try beating Blanka / Dhalsim on highest difficulty, with a character that has no ranged attacks).
I'd like to discuss, which ways to create diffculty do you like? Which one do you dispise? Can anyone provide more examples of where certain ways are executed exeptionally well / bad?
(and yes, i am bored)
1) Strength in numbers
While you as a player will generally be outnumbered in most non-strategy titles, some games just overdo it, by swarming you with unreasonable amounts of cannon-fodder. A way to create difficulty that, in my humble opinion, is almost impossible to execute well, since any game (with the exeption of zombie-games) will loose immersion, if you have to eradicate entire populations, just to get across a room. A current title especially guilty of this, is Dragon Age Origins, where enemies tend to appear only in hordes, and even the most epic boss battles high atop a tower against an arch demon, swarm you with small enemies, dispite being absolutely unnecesary. Outstanding at this point is the part in Orzamar, fighting through the bandits den, where I most likely single handedly butchered 70% of the entire dwarwen population (or at least felt like it)
2) Strenth in health
Instead of making a game difficult, just increase the health of every npc ingame tenfold. Some devs have yet to learn, that this, while being quite easy for them, does not make the enemies worthy opponents, just more annoying ones. This is a problem Mass effect 2 has, where enemies on the higher difficulties tend to survive a whole ar clip to the face, but the ultimate "how to never do it ever"-prize in this category goes to borderlands coop, where for every player joining in, the health of all npcs is doubled, leading to them having 8 times their original health if you play full 4 player coop. So me, my boyfriend, and two people from our Wow-guild are trying to kill Bonehead (i think that was the guys name) Were all lvl 8, hes 11, but no problem. Or so we thought, since we had to take turns in walking back to firestone and buying new ammo, because the guy took a rough 80 snipershells. to the head.
3) Giving enemies superhuman abilities
Since its the ai, it can cheat - make the npcs faster / stronger / improve their aim. While this can go horribly wrong (See also - Far Cry, or being sniped in full cover, in a closed building, from several countries away, with a pistol) this can also go well - as can be seen in Modern Warfare 2, where enmies basically turn their aimbots on when you select veteran, but despite that, still feel like human enemies, that you can sneak up on / flank.
4) Making the enemies more skillful
While this would seem the most obvious choice, it is also the rarest to be seen, because it is not only hard to implement, but also means walking on razors edge, because as a dev you want to make your game challenging, not frustrating (unless your capcom) - They did it well in Dmc-series - the enemies, despite being quite skillfull, don't just wipe the floor with your entrails - on the other hand they did it horribly in street fighter (Try beating Blanka / Dhalsim on highest difficulty, with a character that has no ranged attacks).