The thing is, making difficult and fun challenges is a waste of time when the mission can only be played once. I don't think we will ever see scenarios where lots of new stuff is going on and where the target is guarded by new NPC's with different patrol routes or where new assassination opportunities are present, because why waste time programming all of that for something that becomes unavailable the instance you finish it?
The entire model with the elusive targets suffers from the flaw that if they make them too good, they will have wasted resources and good game design on what is essentially a one off instead of making something that lasts, but if they make them too plain, rote and boring, then why even bother creating these contracts to begin with?
The entire model with the elusive targets suffers from the flaw that if they make them too good, they will have wasted resources and good game design on what is essentially a one off instead of making something that lasts, but if they make them too plain, rote and boring, then why even bother creating these contracts to begin with?