» Wed Apr 27, 2011 8:08 pm
The Master Ninja setting of Ninja Gaiden Black (3rd person action/fighting/adventure game, for those who are unfamiliar) introduced entirely new enemies to the game, changed original enemies to significantly harder versions, made enemies smarter, made items in the shops cost a lot more (at least 3 or 4 times more), and limited the number of healing items you could have. And also made your health bar practically negligible, as well as beefing up enemy health. When in lower difficulties you could do a lot with the parry/counter feature, enemies now had a counter counterattack, and used it a lot, forcing you to find a new way to fight. All of these things made it more challenging.
The Master Ninja setting on Ninja Gaiden Black. Difficult is the Master Ninja setting on Ninja Gaiden 2. It made harder versions of old enemies, etc etc, all the same things they did in Ninja Gaiden Black. But the enemies, along with their health increases, mostly just hung back and pelted you with exploding shuriken. Very often there are a dozen or more enemies attacking you at once, evading almost everything you do, stabbing you in the back, and all the while throwing those #@$^ing exploding shuriken at you. You almost literally cannot even move or attack from how often you get blown around. And the game has a limb dismemberment system, but also a system where an enemy without a limb can perform a suicide attack on you. So the minute you do hit an enemy, he just jumps on top of you and, guess what, blows himself and you up with an exploding shuriken. At one point late in the game, you find yourself on a staircase, more or less an enemy/projectile funnel, with I @#$% you not 100 or more enemies charging down at you, chucking away. Beating the game on Master Ninja requires taking advantage of things the community have called "i-frames." That is, in certain attack animations, there are a few frames in which the programming doesn't allow for your character to be hit. That's frames. Winning requires attacking so that these frames (maybe 1 or 2 in an animation, and not in every attack, and which were not intentionally added by the developers) line up perfectly with when a projectile or explosion would hit you. You needed impeccable exploitation of a programming quirk to beat the game. It's that absurd. That made the game more difficult, which is not the same as challenging.
The difficulty slider in Oblivion is appropriately named. The game does get harder when you bump it up, and up to a point the extra damage dealt/taken multiplier does make the game more challenging by counteracting the default overpowered sense of your character. But at some point it crosses a line and just makes things more difficult. Personally, and I have no suggestions or ideas about this, I would prefer a system that made the game more challenging rather than solely more difficult. Or an appropriate mix of both. From what we know so far, default vanilla Skyrim is taking a step in the right direction. From the talk of increased tactical emphasis in combat, it sounds like they have made the core combat mechanics less forgiving. They're removing the hit and run tactic from Oblivion, changing how blocking and spellcasting work, and in their own words making combat feel more "personal." That, along with dragons which are described as being intelligent and not easy at all. I find all of these to be signs that the nature of the game is going to be more difficult than in the past.
Maybe the difficulty slider could make gold drops lower, and raise the cost of things in the game by a certain amount? Maybe it could give some enemies a new attack that hits harder? Or make more of them diseased, and the diseases more contagious? There are a lot of options with a game as open and with as many mechanics as Skyrim, and I hope that the developers strike a good balance between challenge and difficulty. I trust them. And in the meantime, we can rename the difficulty slider the hardness slider. Your mom gave me a hardness slider. No, that would be inappropriate. :whistling: