Charisma said:
I don't think high skill requirement is a trait of any one genre; all of them have produced games that require a lot of skill.
This. I'm not the only one repeating this line, but genre doesn't determine how much skill is needed. The game itself does.
Also, a couple of extra quotes/responses I can't hold back from making
The stonker said:
I shouldn't, but I'm going to ask.... WHY???
suhlEap said:
the first ninja gaiden. you have to be a ninja to complete that game... completing it makes you a fully qualified ninja.
Being a ninja is about not being recognised while achieving your goal, usually assassination, spying, or theft. If you want a ninja game, play Shinobido: Way of the Ninja. Assassin's Creed teaches you more about being ninja than "Ninja" Gaiden does. Driving through a spray shop to change you car's appearance is more ninja than Gaiden. Or any Metroid or Zelda games, for that matter.
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Actually, now that I think about it some more... The original Japanese release of Armored Core: Formula Front - it practically counts as a genre in its own right. You custom design a giant robot, then PROGRAM ITS AI. Then it fights how you told it to. If the design isn't good, you're screwed. If the AI setup isn't good AND appropriate for the design, you're still screwed. If you do all that, but don't take your opponent's design into account, YOU'RE STILL SCREWED.
They added manual control to the English language version, but it's optional, and sometimes makes the fight harder instead of easier.
As for strategy, turn-based strategy games usually require more skill than most RTS games. And much as I hate using it as an example (I enjoy it, but I don't claim it's a particularly good game), Endwar's approach to RTS is more skill-based than most. You have a limited pool of reinforcements, and you have a VERY tight unit cap to work with. This means rules out almost every rush or spam tactic in the genre. There's a basic combat triangle where Tanks>APCs>Gunships>Tanks, but then you have two types of Infantry, Artillery, and Command Vehicles to mix things up a little. Unfortunately, a couple of the DLC's faction-specific upgrades allow units to break the combat triangle, which the developers had deliberately avoided at first, and should have stuck with. Also, the multiplayer persistent war was well implemented, but it never got a solid enough player base to take advantage (no real advertising beyond Clancy's name on the box), and the upgrade system and lack of matchmaking finished it off. Also, the interface for creating multiplayer matches outside the main war was truly horrific.