Recently, in preparation for the arrival of Ashes 2009 (yes, it's a cricket game) I thought I'd dig out my copy of Brian Lara 2007 and give it another bash. Now, I stopped playing Brian Lara because (and this is unusual for me) it was *far* too easy. This is something I find very often, if ever. It had 4/5 skill levels, from 'Village' up to 'Test', and on every single one, it was ludicrously easy.
To give you an example (helps if you know cricket)...
I started playing an England v Australia test, and automatically generated their first innings - they got 300 or so. I then proceeded to bat for 2 days (not real time) and eventually got bored and declared on 979 for 4. One of my batsman was approaching 500 when I got bored. To give you non-cricketers an analogy, that's a bit like playing on the hardest skill level on a football game, playing against Man Utd/Barcelona/AC Milan and scoring 10.
Anyway, almost immediately after 're-visiting' Brian Lara I stopped again, but it got my thinking. Why can't we have more control over the 'skill level' of a game, rather than a simple setting? In Brian Lara's case this may not have helped (after all, I was on the hardest level), but so many other games it'd be nice to tweak some things and not others.
Some sports games give you loads of control - Tiger Woods is a good example, and I find that this increases the longevity massively. Most however just give you a simple slider - [Easy]-[Medium]-[Hard]-[Stupid]-[NoLife] (the final skill level may not actually be called that) and more often than not, I find that I'd really like to tweak one element of the game rather than all of it, e.g.: -
* Increase injuries in a football game but keep the skill level as it is
* Increase the accuracy of enemy in an FPS, but not their health (or mine)
* Decrease particular drop types in an RPG, but increase others
Obviously on a console this would immediately cause issues with achievements, but if achievements were only obtainable on default settings, how would this cause an issue?
Anyone agree, or is the hugely simplified skill level system sufficient for most people?
To give you an example (helps if you know cricket)...
I started playing an England v Australia test, and automatically generated their first innings - they got 300 or so. I then proceeded to bat for 2 days (not real time) and eventually got bored and declared on 979 for 4. One of my batsman was approaching 500 when I got bored. To give you non-cricketers an analogy, that's a bit like playing on the hardest skill level on a football game, playing against Man Utd/Barcelona/AC Milan and scoring 10.
Anyway, almost immediately after 're-visiting' Brian Lara I stopped again, but it got my thinking. Why can't we have more control over the 'skill level' of a game, rather than a simple setting? In Brian Lara's case this may not have helped (after all, I was on the hardest level), but so many other games it'd be nice to tweak some things and not others.
Some sports games give you loads of control - Tiger Woods is a good example, and I find that this increases the longevity massively. Most however just give you a simple slider - [Easy]-[Medium]-[Hard]-[Stupid]-[NoLife] (the final skill level may not actually be called that) and more often than not, I find that I'd really like to tweak one element of the game rather than all of it, e.g.: -
* Increase injuries in a football game but keep the skill level as it is
* Increase the accuracy of enemy in an FPS, but not their health (or mine)
* Decrease particular drop types in an RPG, but increase others
Obviously on a console this would immediately cause issues with achievements, but if achievements were only obtainable on default settings, how would this cause an issue?
Anyone agree, or is the hugely simplified skill level system sufficient for most people?