Originally Posted by lackblogger
Yes dear, and if a game chose to have 50 varieties of sword then that could be seen as 'beneficial' by gamers, it just transfers the workload from one part of the game to another.
You are literally saying it yourslef: In Neo Scavengar the developer sacrificed eneny variety. By working from that limitation he then had to devise a way to differentiate enemies so that his game wouldn't be too repetative and boring.
In a fantasy game this is not requred because fantasy games do not put their limitation at the point of character models, character models are the priority. The threat level is indicated by the character model, and that threat level is what monster type one is facing.
Human versus human was the topic raised, and not only that but human versus human in a team focused environment. Any single individual in any situation, either in a game or in real life, is naturally going to have a greater fear threshold than any team of individuals, it's a completely different paradigm. Walking home alone in the dark through a wood on your own versus with just one mate, let alone a whole gang? Understand the difference yet?
Once again, you're just bull-headedly pushing examples from a single character small roguelike game that has a penchant for realism