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Artificial Difficulty makes the player do the same thing over and over for reasons other than being "hard" or "challenging", such as requiring excessive trial and error, requiring an absurd amount of score, lack of sufficient check points, etc.
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So something tht should be incredibly easy, made hard for no other reason.
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Something that is hard due to poor design rather than being a fun challenge.
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I know what artificial difficulty is. It's difficulty that isn't legitimate as it can't be countered by player skill. I just reject the claim that it isn't really "hard". If anything, it's harder than difficulty by design.
Anyway, running into a boulder that looks far enough away is a mistake you should only make once. Like with meat saws, a good player will learn to gauge when it's possible to get past, and when it isn't.
As for the bats:
I never said they should move randomly.
I never said they should be drawn to the player.
I never said they should be removed altogether.
I just don't think they should be
bats.
A real (predatory Oddworld) bat
would move randomly and
would attack the player. We just need some equivalent of mines that isn't completely incongruous with the temple setting. No, I don't know what that could be, besides spiritually hovering rocks.