Wuvlycuddles said:
CrystalShadow said:
I would think a game where your fate depends on the outcome of a random number generator is the opposite of one that requires skill.
If chance alone affects whether you succeed or fail, that's not HARD, that's unfair.
And unless being unfair is an intentional part of your game design, it's basically stupid.
(Being unfair to your players can be justified in some circumstances, but usually those have to do with realism, and get into the realms of simulation rather than game. Because, basically, life is unfair, and random things, or stuff you can't defend against CAN kill you. And real life is frequently horribly unbalanced.)
No no no, you misunderstand, the difference I'm talking about is say a Donkey Kong boss battle and a boss battle from a Street Fighter game. In Donkey Kong, the bosses have a certain sequence of events, you perform an action and you learn the result and then deal with it, its the same each time. In Street Fighter, you can learn all the bosses moves, but you have no idea of the sequence. Knowing exactly when and where to apply the appropriate skills you have learned isn't difficult in my eyes, but what is difficult is being able to apply them when the situation demands, but you don't know when or where. That's what I mean by RNG, I'm not talking chance alone, but it HAS to be a factor in order for me to feel challenged.
Right. OK. That makes more sense.
But, realistically, that kind of thing is not as random as it seems.
Enemies in games fall into a number of groups.
At one level you have a predictable pre-scripted opponent.
From there, you get to opponents that have predictable sequences of behaviour, but choose which to use randomly.
What you're talking about isn't that though. Not for the
truly difficult opponents at least.
No, what your computer opponent tends to be doing at that level is working out what
you are doing, and then exploiting your weaknesses.
To stop that being totally impossible to go against, sometimes the AI will intentionally screw up, to give you an opening.
Because, ironically, creating near undefeatable AI is in many cases simpler than creating AI that's difficult, but still leaves itself vulnerable sometimes in a way that you can do something with.
(And what's even trickier is making those vulnerabilities seem believable, rather than just obviously stupid.)
But still, I get what you were trying to say now.
You meant that while any given move may be predictable, you don't know in advance which one is going to be used at any given moment.
And thus have to pay very close attention and know most of the things the enemy can use against you.