Any game where increased playskill changes the shape of the tactical space, I’d think. For example, Street Fighter 2. Yeah, the arcade game.
It’s easier to show than tell, but basically there’s a strategy, made up of grabs and weak attacks, that’s easy to execute but hard-ish to defend against. Two players who are skilled enough to use that strategy but not skilled enough to defeat it will find the game degenerate and boring, but once they’re skilled enough to get past that gate they’ll find a space of viable tactics that’s a lot broader and more engaging.
Yes, this is a very good example. The street fighter games change completely in landscape once you get past several key difficulty walls, each of which can require months of training or more for people not already adept at the genre.
Any game where increased playskill changes the shape of the tactical space, I’d think. For example, Street Fighter 2. Yeah, the arcade game.
It’s easier to show than tell, but basically there’s a strategy, made up of grabs and weak attacks, that’s easy to execute but hard-ish to defend against. Two players who are skilled enough to use that strategy but not skilled enough to defeat it will find the game degenerate and boring, but once they’re skilled enough to get past that gate they’ll find a space of viable tactics that’s a lot broader and more engaging.
Yes, this is a very good example. The street fighter games change completely in landscape once you get past several key difficulty walls, each of which can require months of training or more for people not already adept at the genre.
Thanks for the good example.