Players should have a choice to play a game in a boring way. It is thier own fault for being lame, and it rewards a player who actually thinks and tries to make the game do cool things.
It was the same with bioshock, despite buying it with the intention of being really creative, if the game didn't punish you for not being creative i found myself constantly giving into my impatience and approaching it far more as 'kill these guys quick before they kill you and think about it afterwards' rather than treating the combat as i guess a pseudo-sandbox.
@ReverendAnthony: I disagree with your tranq-dart MGS4 sentiment. MGS4 is most tense and exciting when you try to play with minimal loss of human life, and staying truly hidden. It forces you to pay attention to a lot more. Sure, the game is SLOWER (unless you do a stealth speedrun), but it usually isn't boring.
But in Splinter Cell: Conviction, I was slightly dissapointed that I couldn't do as I had done in the previous games and move through the levels in a ghostly way, with none of the enemies hardly aware of my presence, and without having to actually kill any of the enemies I come across (however, I do understand that narratively we are playing an angrier, more murderous Sam Fisher). It's true that if I wanted to do a no-death runthrough the demo, I would NEVER see the mark and execute feature (and in fact, I couldn't even get through the beginning of the level, as it forces you to take 3 lives before giving you absolute full control of the game), but I think the kind of difficulty and tension I would experience would be interesting to work through.
But, I will say that playing Splinter Cell: Conviction the way the game seems to be meant to be played is a remarkably fun experience. I am very happy to see that you're enjoying this iteration of the Splinter Cell series. I think making a Sam Fisher that's more willing to kill not only makes the game more fun, but sets it apart from other stealth games like Metal Gear.
So do these games ever cross? the linear action presentation vs the DYI action in some games?
Well, maybe. Games with classes generally handle this well. If you want, you can pick a soldier class and be suuuuuper boring. Or you could pick something interesting (adept from mass effect 2) and have more fun with it.
so games should just have different ways to play, but still have a good presentation and fun
I actually really hated this game at first until I had a moment of clarity and then I loved it. It's definitely worth checking out.
if you are bored, why would you let yourself get that way? their are plenty of things you can do to spice things up.
getting a no-kill playthrough of mgs4 should not only consist of tranqing somebody in the face, there are so many ways to acheive that goal and practicing the just one way of doing it is not gonna end well for you.
i got the trophy on the ps3 version of bioshock1 one for no vita-chambers turned on and playing it on impossible or whatever the hardest diff is called, it will force you to use all available resources, even when one hit killing splicers by tele-throwing dead splicers at them. harder difficulties can do alot of things to reduce boredom, but that is only up to you to decide in the end.
fin
i remember a while back i recommended hitman - blood money to a friend. it's probably one of my favourite games, but he came back to me and said it was boring. just because he could go through the game shooting the targets in the face and running away, he thought that was the best way to play. needless to say he never saw a single silent assassin rating.
same guy also hated DMC4. i watched him play, and he just kept using the same moves over and over. always got a rubbish style rating, but hey he wasn't dying so why not?
in conclusion, my friend is boring. there's no other way i can rationalise it. it wasn't the games fault. both of them actually have systems that reward creativity, and he just didn't want to be creative.
There's one assassin mission that I did this weekend where, since I hadn't played in a while, I had started to approach it in probably the most boring way possible. In particular, I went for a poison kill just to feel like a bad ass an watch him spaz out from a nearby bridge. But I ended up getting noticed on another target and had to redo it. Second time through, I realized that same guy had a path that walked by a bench, which ended up being a cool stealth kill that I hadn't seen before. likewise, the one I failed ended up having a great crowd assisted double kill I hadn't thought of.
There's no real right way in a scripted sense, but there's certainly a boring "All I have to do is do this. whatever" way and a "Well, the game is kind of suggesting that I have this other option... Oh! Neat! i didn't think that would work!" way.
I think the option should be there to be boring, especialyl if you game has something its trying to push beyond its cool gameplay (Narrative, points accumulation, speed running, etc) that you as the player may want to check out. But really smart design will have that interesting option that's being suggested to the more interesting player that's interested in the depth of the gameplay.
Then again, one of the things I hate to hear "Well all you had to do was spamm hard attack. whatever" when a game may have alot of intersting, not-so-utilitarian aspects to its systems. Boring players irk me, but I can understand the want to be boring sometimes. :/
For single player games, I think that those that offer "difficulty" settings also achieve a bit of player choice. If you just want to use one weapon/skill you can often do this on the "easy" mode, whereas more difficult modes often give the AI certain resistances that force the player to be more selective in their weapon choice or playing style.
It definitely has the combination of 'Cool Stuff' and being boring, at least in my opinion. Surely one can run through the game with 4 ninjas and Cid, just dominating everything, but this is incredibly boring. Effective, yes, but hardly interesting. At the same time, you can go the complete opposite way, using every class in delicate dance of death. Calculating time spells onto a Summoner to get out Odin faster. Mediating enemies to your side and having them attack their old team-mates while your Chemist shoots them in the face and throws X-Potions around like candy. A Black Mage drawing out the spirit of a katana from his side job as Samurai - you get a boost to mag pwr as a mage, of course. There's an infinite number of interesting combos in this game (which are entirely optional and easily missed for the afore-mentioned 'Dream Team'), but also a slight punishment for not using them. I say slight in that certain fights are more difficult without certain classes around, and EVERY fight is more difficult if you refuse to think harder than 'move forward...hit in face.'
At the same time, allowing that freedom can make things boring. I found MGS 4 o be this: I just plowed my way through most encounters.
I think games have to do a better job at rewarding creativity. Either through achievements as you noted, or making it clear through gameplay narrative and objectives, what kind of bonus you get for being creative. For example, tie the "don't use a health pack" route into getting a special cut scene, or special reward either at the end of a chapter or series of chapters, or at the end of the game.
Also, make this objective clear to the player through a secondary mission briefing, dialogue, or whatever, and not just as an achievement. Casual "hardcore" gamers like myself (no Wii or party game crap, but I only have a chance to game anywhere from 4 - 8 hours per week), often don't care about trophies or achievements, but I will go out of my way to accomplish a secondary mission if it is presented at the start of the level. Developers just have to be more creative on what that secondary objective is: rather than 'find the two hidden suitcases' or 'kill Bob if you see him', make the objective "turn in three health packs to Miguel at the end of the level and get a special stock attachment for your assault rifle". Maybe then you only start with two health packs, and there are one or two hidden in the level. This would encourage exploration AND creative play.
I guess i'd have to say that if a game like splinter cell conviction or bioshock 2 offers so many ways to progress, its prett much unavoidable that there will be a boring way trough. Sometimes I want to be able to cheese my way through a game. Resident Evil 5 is a good example. On your first playtrough you'll struggle with weak weapons and ammo, which makes the game more tense. Then as you go through the game, you unlock tools to make the game easier(infinite ammo, rocket launcher, magnum, etc.)The game rewards you for struggling through your first playthrough with a easy way out on any subsequent playthroughs. wether or not you make the game easy is also a choice. You could just not use infinite ammo or RPG's, but ultimatly most players will take those things, because they've done the game in arguably the most interesting way that it can be played and now the want to be boring.
It's an interesting topic to say the least but in regards to your main question
"If the player is boring, whose fault is that? Should games force players to not be boring, at the expense of the player's personal freedom?"
I believe that the player should have the right to be boring, and developers have to walk a thin line between being to limiting and to free. The people making the game should definetly push players somewhat to play the game the way they want you to play it, but they should never force you down that path. Because sometimes, I wnat to be boring.
But at the same time, should every developer be forced into this kind of direction of development?
And how did you kill them all in 2 seconds? Does that include the one in the monitoring room?
If anything though I think giving the player so many options just shows the lack of imagination most players have. I'm ashamed to admit I beat most levels in Scribblenauts using the same items each time.
I would also like games to increase, on higher difficulties, the A.I. of opposition rather than HP, and in turn for the need to use the variable game mechanics to defeat smarter enemies as opposed to HP heavy enemies.
I once had a FFT party consist of one bard and 4 dancers. The only moves they did were dancing and singing. The dancers did Slow Dance (enemy Speed -1) while the Bard sung Cheer Song (teammate Speed +1). Once the enemies were completely helpless anything at all could be done to them.
A buddy of mine abused Mediator skills to modify team stats Brave and Faith. He permanently made Brave 97 and Faith 03 to make physically tough characters who were pretty much immune to magic, then gave them all Blade Grasp. This made them unhittable, as well as immune to magic. Friggin' invincible team.
"I'm ashamed to admit I beat most levels in Scribblenauts using the same items each time."
That's the thing, though: I think most of us did, and I don't think we're entirely to blame for that. I can't help but wonder if the entire idea of giving the player a goal will just naturally make all of us default to the easiest, quickest method of completion just because that's how human beings are wired.
I know you hate the game and all...but that doesn't mean this isn't true!
Also just wondering if, aside from Scribblenauts and Little Big Planet, are there any games that offer chances to use creativity that doesn’t involve killing people?
I think the gamer does have some responsibility to his own fun, it shouldn't rest entirely on the developers. The fact that they make the game playable for those who take less creative routes is a credit to their design abilities.
Here's what I think: Until the AI in these games improves, the boring method of rushing in and mindlessly killing everyone will always work because you only have to be smarter than the computer.
Also, there shouldn't be any Achievement points associated for beating a game on Easy. It's not really an achievement, in my eyes at least.
They took the system from the first game, where skills and augmentations sometimes overlapped, and they pared it down to a simpler interface to remove redundancy and improve the mechanics. Having done that, though, they shat all over the immersion and it ended up being really dissatisfying as a sequel to the first game.
You touched on it, too, in your difficulty rant, where you talked about how you didn't enjoy Snake Eater to its fullest extent (until you played on Extreme) because you were able to go through the game without fully utilizing everything the gameplay mechanics had to offer. Personally, I played MGS3 on Normal like you played it on Extreme (although, I played Subsistence, I'm not sure if that makes a difference) not because I had to, but because I thought it was awesome that I could.
I don't have a concluding point I just thought I'd bring these things up.
The conundrum is it would be great to be thrown in a situation where taking the time to set up an attack with certain gadgets would give you a great advantage, but the seemingly only way to explain to the player that this is the case, they would have to tell them exactly how to set it up which would give little satisfaction, if any.

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