You know what I find strangest in this article about failure conditions, death, flow, the disconnect between games with challenges and win/lose conditions and interactive experiences? That in the entire article loss is instantly equated into death. I just feel it's very strange that we are constantly discussing immersion and storytelling and interactive experiences yet we still instantly jump to death and enemies as obstacles. That we can't evolve past "You kill the things" to win or "You get dead, kid" as a lost. I don't want to come off as one of those violent games are evil type but I just find it strange that we get hung up and use death and combat as central themes regardless of the story or message games are trying to tell.
Nice article, I honestly don't know how we can remedy the problem since depending on your views or personal preference the act of coming back to life can both break the flow of plot and the gameplay.
Nice article, I honestly don't know how we can remedy the problem since depending on your views or personal preference the act of coming back to life can both break the flow of plot and the gameplay.