Improperly Enforcing Different Skill Sets
Most games train the player in a specific set of skills, and more engaging games condition the player to utilize them effectively. Some games will at some point, enforce upon the player a facet of gameplay that requires a completely different set of skills. Now sometimes this is fun! But far too often (especially in beat 'em ups, where game structure often goes dangerously neglected) the newly required skill set is not properly introduced to the player, and there is a harsh expectation that they should learn it and succeed with it, sometimes in high-pressure situations. What's worse is that sometimes the newly required skill set is far less engaging, or even contradictory, to the skills the player has been developing up to that point.
A skill set that gets enforced without proper introduction: I mentioned this in my Castlevania combat analysis; the final boss of the game casts an effect on the play space that mires the players approach. The player must utilize a mechanic they have become familiar with, in this case switching the character's "combat mode". They must match the character's color-coded mode to the color of the effect on the ground in order to not get knocked down and away from the boss. You can see it in this video if you'd like. The problem here is that this is completely foreign from the mechanic's traditional usage, and it is most definitely in a high-pressure situation. Even the high level player in that video awkwardly navigates the effect in order to get within striking distance again. The expectation set at this moment is very inappropriate and I personally found it incredibly jarring.
A skill set that gets enforced that is less engaging than the primary skill set: real-time space battles in Weird Worlds: Return To Infinite Space. I simply find this gameplay way less interesting and engaging than the primary skill set of equipping items correctly while moving from node to node. Luckily for Weird Worlds, the primary skill set is not very complex in itself, so it's not very jarring when combat occurs. It's more so just demotivating because it simply isn't as fun and the game doesn't require the pacing break since it only takes 5 to 20 minutes to play.
A skill set that is contradictory to the primary skill set: pretty much every puzzle in every God Of War game. Solving spatial puzzles and engaging in real-time combat couldn't be further apart from each other in terms of brain function, and I find it very frustrating. Primarily because I play God Of War to fight and not to solve trite puzzles, but also because the gear shift is simply irritating. It's like trying to verbally articulate a complex concept when you're full of adrenaline. I completely understand why there are puzzles! It's the same reason there are cutscenes and scenery shifts and quick time events; for pacing. Breaking up combat is pivotal in a game that's intended to be played for more than a short while, but I simply feel like there's much more optimal distance between combat and other activities.
A straightforward example of a game (or in this case a series of games) that properly utilizes different skill sets is the Prince Of Persia series. Its primary skill set is platforming but it breaks up that activity with real time combat. These activities are different enough from each other to provide the much needed pacing shift but similar enough to each other that you're not engaging a completely different set of functions in order to progress. Don't get me wrong, I'm fascinated by the idea of hybrid games that involve different skill sets! I just think there needs to be more harmony.
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