Necron_warrior said:
I mean having to develop strategies for each enemy
I see what you mean. Take
Half-Life 2, for instance; you wouldn't take down the chopper in the same way you would a barnacle. i.e. throw an explosive barrel at its tongue, then shoot the barrel, as... well, helicopters don't
have tongues. Similarly, using a missile launcher to take out a single barnacle would be an inefficient use of ammunition (i.e. you'd only have a few bullets to take out the helicopter when it came, and you'd rue the day you wasted your missiles on blithering barnacles)
However, games--well,
Doom Clones--in this decade at least have been more focused on weapon intensity than weapon variation. Sure, you can get shinier, more accurate machine guns/missile launchers, but otherwise they're still point 'n' shoot devices that are employed at lowering generic HP, than performing specific disabling manoeuvres.
Fallout and its V.A.T.S system has attempting to rectify this by allowing you to target specific parts of the enemy's body, but still it's more likely you'll pump all projectiles into the dude's
head. The variation of the enemy is a strong plus point; you'd shoot an ant's antennae to make it attack other ants instead of you, and you'd take out a Super Mutant a lot easier by crippling its minigun-totin' arm so its only weapon would be an erstwhile harmless nailboard. Splinter Cell, also, whilst not having a particularly
wide variation of enemies (basically, "humans with funny accents"), has a wide variety of strategies you can employ to take them out.
FarCry and Crysis, too, have a broad range of enemies, and virtually unlimited strategic options in which you can employ. Do you run in, Jack Bauer stylee, all guns blazing? Or take the Tenchu softly-softly-catchee-monkey approach? Or a bizarre combination where you sneak in, throw a hapless Korean at the corner of an unsteady shack, allowing it to collapse on the three guys inside, switch to sniper to explode the petrol tank of an idling Land Rover, killing the driver and machine-gunner, fire a blow-dart at an escaping Korean before he can raise the alarm, shotgun the approaching kamikaze soldier before he goes ape-shit on you, all before employing super-strength and lobbing a chicken 150 yards to take out the last man standing in the guard tower...?
Endless strategies.
Add to the fact the enemies range from common garden human to
holy-shit-what-the-hell-is-that-giant-thing? monsters that eat allosaurs for breakfast, then you can say you've got quite the range of things to shoot.
As for non-FPS games, you've got your
God of Wars, Devil May Cries, and
Arkham Asylums where strategy and tactics in how you take out your enemies are all-important, even if the enemy variety is limited (in Batman, for every strategic battle with Bane you have where you have to plan your approach and time your stun attacks, there's 1000x 'generic goon'-slappin' moments). Even then, you have goon-with-fist, goon-with-pipe, goon-with-gun, and goon-with-taser variations on a theme. That's four different enemies of the same palette that require wildly different take-down approaches.
There needs to be more Kryptonite Factors in enemies; weak points, like the bosses in
House of the Dead, where you've got to shoot the exposed heart of a genetically mutated lizard-hybrid-mother-in-law monster in order to make real sweet damage. Handily, the game (as I recall) showed you a fancy diagramme with a "SHOOT HERE, EEJIT!" red circle and arrow, pointing at said exposed heart.
Ah, here we are:
http://images.wikia.com/houseofthedead/images/4/40/Hangedman_boss.jpg
"Weak Point: The, Uh, The Whole Thing I Guess? Don't Shoot The Wings!"