You can try finding the reason within the players, or within games. But every player is an individual and the nature of the man is not easily changed, so it is easier and more productive finding the reason within the game (and once we eliminate the players who are by default not interested in the particular type of game the reason always boils down to "it sucks", but we need to point out many reasons that makes it "suck" and that's what we have been doing.
But can you really eliminate players, the audience out of it?
You probably can, but only if that audience is very strictly defined and, as some of my previous posts imply, I think defining the target audience precisely is often close to impossible.
I normally rather dislike markedly "relativistic" approach to discussing games (and a lot of other stuff), because it tends to spin things in a "but that´s, like, your opinion, man" direction and that tends to be boring, thus if we were discussing The Witcher 2 in a different context, I would just agree with most of what´s been said about it in this thread (to some degree), but in this particular context I feel the target audience of the game needs to be defined first, otherwise adjectives like "meaningful" won´t be, err, meaningful enough.
I assume that people who play the Witcher games on "easy" are the ones playing them almost exclusively for the story and for this kind of people the hook needs to be in the story, while combat itself should be over and out of the way quickly.
They may not want combat to be challenging, but some may still appreciate diverse portfolio of combat options. For these, stuff like traps or fireball may still be meaningful.
However, one can argue that the reason those players play on "easy" is because combat, even on harder settings, does not represent a challenge neither of tactical (which is, in addition to story, my thing) nor of reflex nature and because of that it is viewed as a nuisance and an obstacle to enjoyment, instead of being an integral part of what makes the game fun.
That´s certainly one possible group of players.
It wouldn't be a problem if that was the only feature like that - but when you realise you can do away with most spells, bombs, daggers, feats, potions and just roll your way through the game, the game itself becomes kinda shallow.
Well, when did you actually realize this?
Because, from what I remember of my playthrough (on hard), for me the game felt well balanced and adequately challenging during prologue and the first chapter, then I felt it became generally too easy for that difficulty setting (besides Draugr and that optional sorta hidden scenario in ch3), but it still didn´t feel like it´s mainly because of balance of character abilities between each other, but because of inadequate encounter design.
It didn´t really occur to me to try to tackle all encounters without any skill investments, because the first chapter felt still adequately challenging even though I was taking extensive advantage of the skill system (and I´d very likely found combat tedious without doing so).
At any rate, and here we´re getting to that target audience thing again, for me the game felt adequately challenging on hard for most of the time (I´d just add few more challenging scenarios in the later chapters and that would be it), for you it seems it didn´t.
To me that level of challenge mostly felt like a good incentive to take advantage of the skill system, it seems like to you it didn´t.
Eventually I did find all sort of unbalances in the skill system and the action-RPG "marriage", but, well, by that time I was almost finished with the playthrough anyway
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Overall, we could say that, ex post, I was a member of target audience in this regard and you probably were not.
Now, the question is if the game was adjusted to your liking, whether I would still remain a member of target audience or not. I, personally, very likely would, but would these adjustments really result in a "net gain"?
I mean:
It's like using only Qu[e]en in chess and winning each time. Sure, you could use all the other pieces, it may be even fun, but why should you if you can just use Queen and hit "I win" button.
How about, because
Do people who play a game on hard play it to "beat it on hard", or to "have fun"?
Is a game being more authoritative in this regard (aka having effectivity of combat options more equalized) actually bound to provide more "fun" (and likeliness to be completed) than a game which provides some "I win!" buttons (and thus, among other things, potentially creates an illusion of being "badass" for those who finished it on highest difficulty via extensive "abuse" of these), as well as other options for those who want to play in more diverse ways (like, for example play the game more as an cRPG, thus relying more on character abilities, as opposed to play the game more as an action game, thus relying more on reflects, aka roll roll for example)?
Personally I definitely prefer the "authoritative" design and in the case of action/RPG "marriage" between action and RPG being as harmonious as possible (I consider G2: NoTR to be probably best example of this), but am I actually part of the majority in this (among players who like their games feeling challenging)?
That´s not a rhetorical question. I´m not really sure about the answer
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TL;DR - Can we be sure that majority of players who play single player games actually prefer them "balanced"? I´d guess that majority of those who frequently discuss them probably do, because they likely tend to be more conscious about this stuff, but the rest?
Ehhm, I don't agree with that. You must consider fanboys, gushing over the "perfect" product - giving any feedback is just not worth the rage. Besides, I already stated that the industry is almost entirely hype-driven.
By feedback I meant purchase of a next title, specifically.
If we abstract from people who purchased a game being fluctuating individuals and consider them being a single entity which bought a game, than it would seem the fact that major chunk of this entity hasn´t completed that game does not have much influence on a purchase of a next game from the same company, or a similar game.
A pretty unfounded assumption, but there you have it
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