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> It should not be required to die/fail several times in order to learn how to proceed. I played a game a while back that made a sort of Groundhog Day repeated
by xapata 6y ago
> It should not be required to die/fail several times in order to learn how to proceed.
I played a game a while back that made a sort of Groundhog Day repeated dying a requirement to make progress. That was a central theme to the game, so it ensured the player understood the situation pretty quickly.
- kibwen 6y agoIndeed, any time there's something that a creator ought not to do, that creates fertile ground for interesting subversion by doing exactly that thing. However, the point remains that the consumer needs to be briefed properly in order to avoid a sense of betrayal; a game like Dark Souls is chock full of characters that will lie to and mislead you, but the game does a good job of communicating its own atypical nature to the player via a prevailing atmosphere of despair and callous indifference.