No, I just say that you can't really crank up the difficulty in a single player game as compared to comp multiplayer. It will just become tedious and will shoehorn you into a specific type of behaviour without variations that are provided by human opponents.
Yes, hard games are tedious and boring. That's why difficult games like Dark Souls were never popular and faded into obscurity and definitely didn't spawn an extremely beloved or successful series of games.
There is absolutely no reason why making a game more difficult should in any way even imply it is more tedious. Just like there's no reason why making it easier should remove any tedium. If a game has bad mechanics, covering them up by making them pointless isn't good game design. Everyone is far better served by actually fixing the mechanics and improving the overall amount of player choice by making many builds viable, not just the few overpowered ones.
Yes, there are plenty of games out there that introduce bullshit tedium. Fallout 4 survival mode comes to mind. Not only is it not particularly hard, it's fundamentally badly designed. Busywork never makes for good game design. The irony here is a repetitive, thoughtless task (such as repairing your suit when it takes damage with one of your hundreds of repair kits) is more tedious than strategising and rationing, both of which are skills that engage the brain and require the player to actually think. Having a handful of resources that need to be managed is a lot less tedious than having a near-endless resource pool that has little to no value. It's why looting for junk that's worth $1-2 in many modern games feels so boring. Each piece of loot is worth so little and the act of looting so mindless that it all sort of fades into nothingness. Thief handles this much better. Loot in thief is worth something, and is often guarded by actual traps and a need for stealth, rather than just....sitting out in the open waiting to be looted for a few bucks on a bench or a table or in a drawer somewhere.
Yeah, because for some reason you can't accept the fact that all the balance changes in DS games stem from PVP crowd (which is very loud and obnoxious). Other arguments you offer are simply not related to the issue and no one disagrees with them. Yet for some reasons people still play this game specifically for PVP interactions and demand the developers to cater to their interests.
This adressed none of my response.
Who told you so? Invasions and so on are heavily built into the game world, there are even quest chains related to them. In any case, it's not related to the matter at hand.
If by "heavily built into the game world" you mean "you can literally play through the entire game world and not see a single one of them if you don't use any humanity". In fact the game seems specifically designed to make invasions rare, since humanity is *somewhat* tedious to farm, and many players (especially newer ones) will die often, invalidating their humanity status.
The sequels have a bit more leniency when it comes to invasions, but even then, they suffer from all the issues I talked about before. It's to the point where there are people who say "play on offline mode so you don't get instakilled by a hacker" pretty frequently.
Again, catering a few balance decisions to a certain PVP demographic doesn't magically make a game competitively viable.
Yes, fair, but not challenging. If you are a baddie, you'd constantly play with baddies and learn nothing and acquire bad in-game habits that will be exploited by a more experienced opponent if you meet him. There are also smurfs and other people who grief the system as well as newcomers. Also, this system ruins your precious desire to get noticed, you will always be at 50% win-loss rate no matter what (unless you are the worst or the best player in the ladder).
Did you seriously just claim that fair fights aren't challenging?
But lets get to the meat of this
"If you are a baddie, you'd constantly play with baddies and learn nothing"
Firstly. If you are playing with people of an equivalent skill level, it will be challenging by definition. And if you learn nothing and stay in those ranks forever, then it is obviously challenging to the point where you have hit the peak of your skill level. At which point it will remain challenging forever.
If you meet an enemy that is better than you and they use a better tactic, not only do they deserve to win (it's called balance), but that's by definition challenging. If you don't learn anything from that fight, it's on you.
You seem to be describing matchmaking working as intended, and somehow implying that's a bad thing.
Yes, smurfs exist. No system is perfect. But that hardly detracts from the point. Most games have systems in place to deal with smurfing, and even if they don't, it just goes to show the importance of balance. If getting stomped by a smurf isn't fun, why would getting stomped by a ridiculous AI be any different? Or flip the roles, a super easy match vs a super easy AI. My point is balance is important in singleplayer too because the methods for generating fun are largely the same, the only difference is the obstacles are computer-generated rather than being other people.
I'm tired of repeating this, I don't want to prohibit YOU to do anything with the game. I just think it's wrong to shove your ideals of balance into the throats of everyone. There's no "objective" balance, there's just your gaming experience and ideals and the developers have to keep that in mind. Things like Doom Eternal's TAG are a rare phenomenon for that reason.
Nobody is shoving their idea of balance down the throats of everyone. Unless you somehow believe I am forcing you to download this mod and enable the optional survival options.
I mean you literally have free choice here. If me simply having an opinion that you don't like is shoving an idea down your throat, then perhaps you need to learn what boundaries are.
It was not me that said that you have to decrease the choice repertoire and purposefully lock players out of certain playstyles, NO YOU, I say
I mean I literally made the argument that balance improves player choice rather than reducing it, since the players choices are more meaningful, but you are free to interpret my post in whatever way you want, even if that interpretation is demonstrably wrong.
There isn't a single "playing RPGs" skill since any sufficiently complex RPG is a combination of different systems, some of which may be easy to a given player and some not. Some players are good at character-building but have shit reflexes, some are the other way around. Some players have the patience to meticulously vacuum the levels for resources, but get lost without a quest compass, while others may have ADHD but be good at orientation. It's impossible to have one kind of "objective" balance or one kind of difficulty scale that would produce the same challenge level to everyone.
When it comes to something as complex as RPGs or immersive sims, the original System Shock's separate difficulty settings for different aspects of the game are the only way to go.
Separate difficulty sliders are a good way to go. Or what about a mod that lets you optionally include survival options that make the game harder in non-trivial ways. That sounds like a good idea, someone should get on that.
I mean you have basically spent a paragraph saying it's impossible to have objective balance, so you did an analysis of the problem and came up with an objective answer that would improve balance (separate difficulty sliders). I hope I don't have to explain the contradiction here.