- Eagle 117
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The possiblites are endless, if you think about it, and that is why it would be a great add on to the game. For instance, think about Splinter Cell PT... or any game with MP. Not that PT is a bad game, I actually like it quite a bit, but once you've learned the ends and outs of a level, the gameplay pretty much becomes "machine like." What I mean by "Machine" is, everything works in certain, predictable motions. For example, you ( Playing as a Merc. ) have all but one entrance mined, spy trapped, and guarded. All you have left to do is to wait for a spy to come through the one entrance left open. You are only playing against a predictable human, who happens to be caught in a stale, which ultimately means controlled, enviornment. Throw in weather that effects the enviornment and tactics, and predictablity becomes much less of a gameplay element. The players then have to begin relying upon their raw skills. This is much more realistic to a real battle, because there is nothing "predictable" in a real war. Technology, sophistication, and numbers all go out the window in a real war. What it comes down to is strategy, and the tactics used to carry out that strategy.
To sum it up, if this "cutom weather" option was a feature, you, the players, would have to play against humans and nature. Nature, which is actually an AI for MP, becomes another opponent to strategize your gameplay around and with. This adds another layer to this "reality" based gameplay. Without it, the player begins to feel like a mouse in a maze with a piece of cheeze at the end of the maze. There is only one path to the piece of cheeze, and all other paths lead to failure. This"Custom Weather" option would give multiple paths to that piece of cheeze/victory.
Life gives us multiple paths to reach our goals. This feature would bring Halo 2, a simulation of lifelike situations, closer to reaching a lifelike status by taking predictability out of the gameplay equation. This causes one to come up with more elaborate, inventive, lifelike strategies/tactics. The game will begin to rely upon emotion and skill, which are a part of life, instead of the current alternatives: predictability, graphics, and repetition, none of which are apart of life...
[Edited on 5/20/2004 8:33:28 AM]