Cognisant
cackling in the trenches
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- Dec 12, 2009
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In most games the more difficult enemies are often palette swapped versions of weaker enemies with better stats. Something I found particularly jarring in "Elder Scrolls: Oblivion" when I finally allowed my character to level up then discovered the goblins I had been fighting only a day earlier were like skinny green Terminators. They weren't bigger, faster, wearing better armour or anything like that, they were just mathematically tougher, which utterly ruined the experience for me. Instead of feeling like I was a badass because I was taking on stronger opponents I felt the exact opposite, that levelling up had somehow made my character so much weaker.
The problem was less prevalent in Skyrim where enemies will increase in number, size, and the quality of their equipment, giving me better visual cues to show the progression of my character's relative strength, but a lot of the dissatisfaction remained. After mulling on it for a while I came to realise that the challenge of these encounters never really changed, I never felt challenged, despite the ever increasing level of difficulty.
As I see it a challenge is a personal test of the player's skill, not thier character's attributes, so although increasing the stats of an enemy type may increase the difficulty of overcoming them the challenge of fighting them remains largely the same. For example imagine a rat, a low level rat poses little difficulty and little challenge, the only player skill required to overcome the rat is to press the attack button when it's in range. Increasing the rat's health and attack power increases the difficulty, killing the rat may require several attacks by the player, but the challenge hasn't changed at all, the game isn't demanding anything new of the player.
Now if the rat had so much health and attack power that the player has to manage their HP with healing spells/potions and try to dodge the rat's attacks then the challenge has increased, but the rats in ES:Oblivion had this virtually unavoidable jump attack, so yeah nuts to that.
Ideally as the player progresses through the game they should encounter increasingly challenging enemies by which I mean overcoming these enemies requires the player to demonstrate more of their skill as a player.
Imagine young Link fighting a petty beast of some sort, there's nothing to it but attacking until the enemy is overcome, later on when fighting several such beasts Link may need to mindful not to let them attack him from behind, but again it's fairly simple. Later still Link may have to fight a skeleton with a sword, he doesn’t have a shield yet so he ducks and rolls to avoid its swings, this is clearly more of a challenge because the abilities he had all along but didn't need are now needed to overcome this opponent.
The same principles could apply to Skyrim if Dwemer constructs were weak to alternating heat & cold, or if arrows did more damage if you aim for the gaps in an opponent's armour. That's because it tests the player on not only having multiple attack spells or well fletched arrows but also how well those spells and arrows are used.
In fact I think Skyrim may have been intentionally dumbed down because I remember one crypt where there's three panels on the floor that cause bars to raise up, blocking a doorway, as it is it's pointless but if it worked in reverse, there's three moveable pots nearby...
The problem was less prevalent in Skyrim where enemies will increase in number, size, and the quality of their equipment, giving me better visual cues to show the progression of my character's relative strength, but a lot of the dissatisfaction remained. After mulling on it for a while I came to realise that the challenge of these encounters never really changed, I never felt challenged, despite the ever increasing level of difficulty.
As I see it a challenge is a personal test of the player's skill, not thier character's attributes, so although increasing the stats of an enemy type may increase the difficulty of overcoming them the challenge of fighting them remains largely the same. For example imagine a rat, a low level rat poses little difficulty and little challenge, the only player skill required to overcome the rat is to press the attack button when it's in range. Increasing the rat's health and attack power increases the difficulty, killing the rat may require several attacks by the player, but the challenge hasn't changed at all, the game isn't demanding anything new of the player.
Now if the rat had so much health and attack power that the player has to manage their HP with healing spells/potions and try to dodge the rat's attacks then the challenge has increased, but the rats in ES:Oblivion had this virtually unavoidable jump attack, so yeah nuts to that.
Ideally as the player progresses through the game they should encounter increasingly challenging enemies by which I mean overcoming these enemies requires the player to demonstrate more of their skill as a player.
Imagine young Link fighting a petty beast of some sort, there's nothing to it but attacking until the enemy is overcome, later on when fighting several such beasts Link may need to mindful not to let them attack him from behind, but again it's fairly simple. Later still Link may have to fight a skeleton with a sword, he doesn’t have a shield yet so he ducks and rolls to avoid its swings, this is clearly more of a challenge because the abilities he had all along but didn't need are now needed to overcome this opponent.
The same principles could apply to Skyrim if Dwemer constructs were weak to alternating heat & cold, or if arrows did more damage if you aim for the gaps in an opponent's armour. That's because it tests the player on not only having multiple attack spells or well fletched arrows but also how well those spells and arrows are used.
In fact I think Skyrim may have been intentionally dumbed down because I remember one crypt where there's three panels on the floor that cause bars to raise up, blocking a doorway, as it is it's pointless but if it worked in reverse, there's three moveable pots nearby...