But why should a player just trying to beat the game (i.e, get to the end) care? He can just sit back and shoot things all day because that's the safest most efficient strategy. It's called dominant strategy theory and it harms the dynamic of the game because it relies on a player's willingness to engage rather than making them engage if they want to progress.LordLundar said:Well combat is ranked and unlocks are based off that so if you want certain unlocks you have to play more aggressively because two factors are the combo meter and the time taken. The ranged shooting is safer but it's a safer bronze instead of a riskier gold or higher.
Of course just 'beating the game' could be interpreted as not being the main goal, but rather getting consistent S-ranks in all the levels and acquiring all the unlocks.
Boring and playstyle aren't factors here, it's about creating solid tight mechanics that require a player to engage and learn in order to progress rather than relying on their willingness to be cool or go faster or be inventive. I'm personally a fan of games that require the player to engage and master what is given to them. It makes for a tighter and more memorable experience overall.JohnnyDelRay said:My answer to this is simply playstyle...these kind of games are designed to challenge you in some form, by giving you a huge range of mechanics and to utilize as many as possible. Sure, you can just plink away with low-damage ranged weapons, but it's tedious and slow. It's like playing Batman Arkham games using only counter and punch. Can be done, but boy is it boooooring.
How cool is it that you can integrate ranged weapons after an air juggle attack, blast them to keep them in the air while you prepare a downward slam or jump up there too for an aerial rave. The mechanic of holding down buttons for burst fire was incentive enough for me.
Of course it's not applicable to all games, but for hack and slash action games I think it's a good design philosophy. There are always going to be people like the guy I originally quoted who will just use what is objectively the best and nothing else in a way that seriously harms the intended gameplay experience. And he has every right to do that, it's the designers that are at fault.
I haven't played Bayonetta or many DMC games, so perhaps they aren't the best example for what I'm talking about but a lot of games have these issues. Why would you NOT save scum? Why would you NOT walk back to town to heal up for free after killing every monster? Because it's tedious or dishonoroble? That's not how you make a tight game system that consistently and fairly challenges a player and rewards them accordingly, which is what action games are about.
Now I've said 'engage' and 'dynamic' so many times they feel wierd.