L4D versus may be some of the most intense FPS game play ever. Maybe it's the fact it's only 4 vs. 4....but the level of planning and coordination you need as the infected to dominate is pretty high. And against a good infected team, actually finishing as survivors is a white knuckle affair.
Sadly, that was only about 1 in 3 games, with the other two having a totally inept team playing against you, or rage quitters.
I still pine for some L4D versus occasionally. I really didn't like how worked up the game got me though....or how much you could start to HATE your own teammates when they failed to hold up their own end.
The director was really good at pushing you right to the brink of failure, but not actually killing you.
I dunno, once I played enough to understand the director, I was less than impressed. It's never been as complicated as Valve made it out to be. It's not even really a concise piece of code. It's a series of scripts and timers, that's all. At least in L4D anyways. Stay in one chunk too long, game checks your party status and difficulty level, spawns zombies. Pass a certain threshold, spawns zombies.
The real panic in L4D set in because people
treated the AI director like a person. People would rush through levels afraid 'the director' would get them if they stood still too long. We eventually discovered that in campaigns, you can outlast anything the director throws at you if you take your time, and everyone stays alive. Once we did that, the game was significantly less tense...and levels took about 30 minutes longer.
Re-doing the same section for 2 hours isn't fun at all.
This is what eventually killed campaign for me. The normal difficulties weren't hard enough...and the higher difficulties resulted in redoing said section for 2 hours. I like a good challenge, but not even I had patience for that. Especially when it's your team, not you, that causes you to fail.