thekdawg21
Augur
Introdeker said:Is Difficulty just a myth?
1) Randomness
The example you gave about randomness is rather silly and does not apply. The enjoyment and difficulty of playing in a random system is in maximizing your odds to win and minimizing your odds to lose your dice rolls. It is imperative that you look to the long term when regarding such things.
It is the very REASON we look to find a better weapon to improve our dice roll from a missing 12 to a hitting 13, or perhaps even changing our characters skill set in order to give us a better chance in accomplishing our task.
We know we'll fail sometimes. It's inevitable. The fun is in minimizing the failures, dealing with the consequences, and improving our chances from that failure forth.
It is very rare in your example (and relatively poor quest design) to have one single dice roll determine whether you continue or have game over.
Randomness is GOOD.
Introdeker said:2) Disguised puzzle
Being prepared for all situations is part of 'strategy'. Casual gamers who want to blow through a game without really thinking, preparing, or 'strategizing', are welcome to cry when they fuck up. Puzzles, even disguised ones, are key elements to good difficult game-play.
Introdeker said:3) Long term imbalance
In your example of System Shock 2, some classes are easier to play than other classes. This is an older game and YES, it's imbalanced and could probably use a bit of balance tweaking. That said, there is a great deal of enjoyment for the player that wants to go the OSA route in SS2 and succeeds in doing so.
If your only goal is to get to the end credits in the fastest way possible, feel free to play Halo or Gears of War.
If you want a thinking mans survival horror game with challenging difficulty, play OSA in System Shock 2.
Introdeker said:4) Short term imbalance
'Grinding' is not the only solution to places or encounters that are too difficult for a character or a party. Many games will allow you to go to different places, perhaps easier or more appropriate for a party or character of your strength. Once you've done that:
You get the wonderful feeling of 'progression'. I have accomplished something. I am more powerful due to my toil. The giants that held me back are now beatable. There is very little more enjoyable than beating a difficult encounter that I struggled with for some time, for me.
Introdeker said:Conclusion
I have never come across a game that was too difficult for me. Very few have even been a significant challenge and I end up having to handicap myself in some way to make it more difficult. I suspect, if you were a patient, thorough, and strategic player... you would have a similar experience.
All of your definitions and descriptors for difficulty were indeed real, and not illusions. I do long for a game however that utilizes them in a better way than they have been utilized before.