The 5 combat difficulty levels help to greatly broaden the appeal of the game and serve to welcome newcomers to the likes of veteran hardcore shooter fans alike... both can come away with a satisfying experience and those in between can learn and adjust as they go along and come away with a sense of progression. It greatly serves to enhance replay and I would presume resale value as well. But what about the rest of us?
While I accept that the majority of players presumably greatly appreciate a more intuitive game that greatly prioritizes your ability to shoot somebody in the face rather than your ability to take inventory, etc judging by the game design changes made from ME1 to ME2... however there is a rather sizable contingent that is and will forever be completely at odds with these accommodations, perceived or otherwise. Crazy right?
Could we all have our cake and eat it to? I believe so. How about in addition to the standard levels of combat difficulty... players who wanted a more dare I say 'deeper' experience than the standard offering were provided with a greater range of personalization options, an enhanced skill tree and inventory system and additional challenges of a different non-combat variety that could be unlocked in the options menu... perhaps of a range of intensities and impact(s) on gameplay. Either that or the RPG-elements scaled with the combat difficulty.
Therefore newcomers and people would want a more simplified experience can be satisfied with the base level experience and everybody else can experiment with the mechanics to find their own perfect balance.
Modifié par Guanxii, 06 mai 2011 - 12:37 .





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