Why call that subjective? We largely define “bad aim skill” as missing shots, which is an objective result. So objectively there are players that will aim better than others.
We’re talking about depth, which is the skill gap between good and bad players. So it doesn’t matter if the difference is noticed or not. Basically you’re talking about perception of depth, rather than whether the depth actually exists. I’m talking about the depth actually existing.
Sometimes it’s obvious when a mistake is a made. I pulled a Host with Brain Burst the other day and it was decisively the thing that wiped the group; in part because I (unskillfully) believed I could pull it back away from the entire team and minimize deaths to it, when I shouldn’t instead rushed forward to die as quickly as possible. Either way, it was obvious I wiped the run.
Sometimes it’s far less obvious, where each player is making a bunch of micro-mistakes causing them to take bits of chip damage throughout the run, and all of those mistakes added up to the wipe when a little extra pressure was experienced later in the match and everyone with their ~25 HP got downed all at once. It didn’t “feel” like any individual’s fault, and maybe blame was distributed equally (or maybe that really good player took damage picking up a downed person earlier, or trying to push a Burster that got shot by a sloppy teammate). But whether these players are aware of it or not, the quality of their decisions (their skill) is what caused their group to wipe.
Bubbles. Buddy. We’re talking about a game. All the skills in a game are gaming skill.
Even if it’s a social deduction game (Town of Salem, Space Station 13) where the skill is overwhelming the same exact skill you’d use in real-life deception, the moment it’s part of a game it’s part of that game’s depth.
Most of that seems wrong:
- Clearly if lag causes someone to take a hit or some other failure, that’s not player skill driving the outcome. So it isn’t depth.
- It can drive depth. For example players in Planetside 2 learn to use your delayed position data to their advantage; meaning if I have 400ms ping to the server, and I pop around a corner to shoot you, I have 400ms shooting you before I ever appear on your screen (that said, usually you have an extra 400ms on the tail end of the fight where you can keep shooting me even though I already killed you on my screen; but in most shooters both players would see each other near-simultaneously, which would allow the more skilled player to eliminate even a very laggy player (because if a player’s latency is bad enough then a lot of both-players-die scenarios can happen)
- Broken feats/blessings are the environment you’re making choices in. So by default they don’t necessarily impact a game’s overall depth.
- But yes, if they were all equally balanced in distinct situations then the game would be much deeper
- The more dangerous situation is things like if there’s one super dominant strategy that trivializes a lot of encounters; that’s the sort of thing that removes depth from a game.
- Unsorted weapons? I assume you mean unbalanced? So then same basic response as before where “super dominant weapons” can definitely reduce depth but that navigating the game’s environment (making good choices when some very bad choices exist) is all part of the skill involved.
Wording’s a bit weird, but I mostly agree.
But also that’s just part of the environment where your skills are being tested.
- a skilled player will have enemies spawned directly on top of them and push/dodge their way out and live.
- heck, last few times I’ve taken the elevator where enemies always spawn on you, I just immediately engaged them with the heaviest weapons I could throw at that place where I knew they’d spawn! And players who do things like this will enjoy far more success than others.
Depth is depth regardless of whether those deep moments should be removed from the game. That stupid elevator-with-2-exits where you always get enemies spawning on you should be fixed! It’s adding depth, but it’s detracting from fun overall, and so they should fix the spawn system to feel fair.
Another example of depth that’s not very fun is to go back to those good weapons/blessings and point out that the source of weapons/blessings is entirely random and it’s definitely unsatisfying to want a certain weapon type with certain blessings and have no meaningful way to steer towards that except “just keep watchin the RNG shops”. You’re still making a weapon choice based on whatever sub-optimal options the shop did provide you, so there’s still depth, but it’d be more enjoyable if crafting was finished.
The fact that all these types of skill can be listed, and that they all have an influence on whether the team succeeds or not is what proves it isn’t subjective opinion. The game objectively has depth, as proven by the lists of skills involved. The fact that the list is longer than many similar PVE games is why it’s reasonable to say it’s deeper than many of those other games.
It’s weird to me that you admit the game has depth (“Is there a difference between the “poor” “average” “good” and “great” players of this game? Yes.”) while weirdly trying to imply it’s just subjective opinion that it has depth.