I'm not in favor of changing the rules of the game. Imagine a car racing game which in MP would give the slower (human) car a little extra boost to keep the game more entertaining (much like Daytona), but in SP it doesn't do that.
It may be case-by-case. I don't really think there is a one-size-fits-all solution. In your car example, it may depend on the level design and the car interactions (e.g., can they fight each other ?) to find the ideal control scheme. If they play the same, why do you want to change the controls ?
In KZ2, the MP and SP games are well defined and separate. What matters most to me is the funness. If the cover mechanics is less fun in MP, removing it is no big deal for me. The control scheme changes according to the gameplay as a result.
So, is KZ2 a more *realistic* or a twitcher shooter? Maybe, for MP, they shouldn't limited themselves to just a shooter...and create a car racer instead? Okay, going from a shooter in SP to a racer in MP is a little extreme, but my point is it seems like KZ2 has an identity crisis.
If the game designer feels that a more *realistic* is what they're aiming for, then shouldn't MP have the same characteristic at the core?
Don't understand the car race analogy. KZ2's identify is pretty clear: It's an atmospheric shooter. As long as it's fun, does it matter what to call KZ2 ? If the game is released now, you won't even see me posting here. No matter what the criteria are, someone can always fall in the middle. The answer is not always 1 or 0.
If I trained myself in SP so that I can timed my turn, adjust my ability to strafe in perfect circle and know to dodge a field of gun fire, and yet I can't use that exact skill on MP...? I have to relearn all the timing again as if it was a different game?
From my experiences, once I completed the SP game, my skills will be tuned towards the MP game. In R2, we play 3 different modes (SP, Co-op and Competitive). The weapon balance and aiming tactics are different within R2 too, not to mention its departure from R1. I don't have a problem switching between the R2 modes once I mastered the MP controls. I had more problem between R1 and R2 because I was trying to use R1 tactics in R2, and also I was really familiar with the R1 gunplay.
In KZ2, the cover mechanics is absent in MP. There is no chance of using these SP tactics in MP.
I think you may be underestimating human's adaptability. Using Resistance as an example, besides the game modes, I also use different weapons (My 3 favourites: Marksman, Auger, or FarEye). They all have different characteristics.
In fact, I also noticed that I tuned my MP gunplay based on the perceived lag too (e.g., shooting ahead of the enemy). The tunings and experiments happen all the time. So the timing is already different from SP even if the controls may stay the same.
Mind you that KZ2 isn't the only game guilty of making SP and MP different. However, we shouldn't accept it creative/artistic freedom. It's not. It's basically game mechanics that aren't fully flushed out.
I disagree. The mechanics may be fleshed out based on the different game modes. It is not wrong to keep the same exact controls. It is not wrong to optimize them for different modes too.