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> when you die it is not fun. Tell that to Dark Souls. I recently replayed ST:FU on it's harder setting. I think perhaps the difference between "dying" and "no
by alttag 15y ago
> when you die it is not fun.
Tell that to Dark Souls. I recently replayed ST:FU on it's harder setting. I think perhaps the difference between "dying" and "not fun" is a couple of things: first, there are regular and predictable save points so the level doesn't have to be started from the beginning; second, there is still some progress saved, experience earned, etc., so that even in death there is some progress; third, a way to track community progress (via achievements or social features) so that it's clear the end is attainable by something other than luck.
- Gotttzsche 15y agowhat's ST:FU?
- alttag 15y agoA typo. But in retrospect, an amusing one. (Star Wars: Force Unleashed. I'm not a hard-core gamer, so I found the hardest level to be a quite difficult at times until upgrades could be had.)
- leviathan 15y ago> second, there is still some progress saved, experience earned, etc., so that even in death there is some progress I accidentally realized how important this is while playing Bioshock 2. The fact that when you're trying to kill a BigDaddy and you die, they keep their damage when you restart so that you can still kill him even if you don't have any weapons left and have to repeat 3 or 4 times. If that wasn't the case it would have probably demoralized me from continuing the game when things got tough.
- vacri 15y agoTherein lies the pendulum swinging the other way. When dying doesn't really disadvantage you, it takes a lot of enjoyment out of the game. Particularly in Bioshock where it can be an advantage to die (free health!)