Yeah, CoD is a good example of terrible "difficulty" design. Because of the incredibly generous auto-aim and lack of combat depth, CoD on higher difficulties is basically about staying in cover most of the time and figuring out how to trigger the next scripted event. Very little actual shooting/tactical skill involved.orangeban said:I suppose you're right, frustration doens't have to to be connected to difficulty. It just usually is. When you bump, say, COD up to it's highest difficulty, the enemies aren't clever or strategic, they're bullshit. You use as much skill as you do luck. I find it all very aggravating.Kahunaburger said:Challenge is funorangeban said:Anyway, I don't really understand why people want games to be "hard". When I think hard, I think frustrating and annoying.
I am of the opinion that frustrating and annoying difficulty is more a product of the game design than an inherent property of difficulty. Stuff like Dwarf Fortress, Tetris, and the last level of Halo: Reach isn't even winnable, and yet people have fun playing them.
But I do see where you're coming from.
I think this is the issue of difficulty in games - a current common design philosophy is to design easy games, then crank up enemy HP/damage/accuracy and hope that creates a genuine balanced challenge. Unsurprisingly, this rarely works.