GrumpyMel
Posts: 864
Joined: 12/28/2007 Status: offline
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All I can say is that if I'm putting 10,000 hours into something, it better be paying me a salary . Players expect different things out of their game experience, even with a game as hardcore as WitW. Obviously against another human, the difficulty will be dependent upon the quality of your opponent, which is beyond anyone's control, that's a given. We can disagree about whether certain mechanics work well from either a game-play or historical perspective. That's not bashing on the developers. I've written games, designed scenario's for computer wargames and proffesionaly developed applications for business. Putting your ego on the shelf kinda goes with that territory so I don't think the Dev's are going to be terribly wounded by people pointing out things that they think could work better. One of the things that I've learned from my time as a developer/designer is that all feedback is useful, even when the user is off-base because their impressions didn't come from nowhere. I'm not going to get into a huge arguement about whether the mechanics should be working differently, I've offered my impressions on that for whatever they are worth. What I will strongly suggest is that perhaps the easier levels of the A.I. are worth a second look. I'm really not sure the helper levels alone are cutting it. On something like "easy" or even "normal", I don't think a player would expect the A.I. not to be able to make some of the same strategic blunders that were made historicaly in terms of uncertainty, delays and confusion in response to an invasion...rather then astute, massive and rapid response being the routine. What really matters (IMO) for games against an A.I. opponent is to be able to match the players expectation of the level of difficulty against how the A.I. actually performs and the level of difficulty advertised with the setting. It wouldn't matter if a game had a litteral "I win" button in the interface against an A.I. opponent as long as the difficulty level setting advertised produced an expectation of that (e.g. it said "Player Wins"). When dealing with solo play, the only person impacted is the user of the product playing solo. It's actually a good thing for an application to be able to accomodate as many users expectations as practical as long as it doesn't impact the applications core intended audience. With changing core game mechanics that obviously impacts every player. With putting in different A.I. options and levels, that only impacts directly the players selecting those options. The only impact to others would be the resources used to do that.... which obviously the Developers have to judge the various levels of demand and the product that they want to produce. I would at least offer the suggestion that several players have indicated that the A.I. may be performing too effective a job in it's response at levels lower then "challenging".
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