teknoarcanist said:
Say you're playing through the first level of Generic Third Person Shooter. When your character detects a bullet collision, he flinches out of the way -- seemingly JUST in time. Meanwhile, there's an invisible quasi-HP variable ticking away in the background. If it runs down all the way, eventually he doesn't -- and he takes a bullet in the arm. That's the maximum amount he can get injured in the first level. It prevents him from using two-handed heavy weapons, and it carries through to the next level. Which has its OWN injury for repeat failure, which can stack on top of the first one.
As the game progresses, the injuries accumulate, providing continuous feedback and increasing challenge. What's that? The player's doing really well? Okay, bump the difficulty up to hard mode, and have the villain jumps in between levels to cut one of the player's arms off.
I like that you're taking a rigorous approach. I also like the idea of significant non-death consequences. I think the possibility of death has to exist, but the way it's used most often is too binary. I've often noticed in games like Halo's campaign where the same approach leads to death multiple times, and then, with minimal (if any) changes, leads to getting through without a scratch.
teknoarcanist said:
By the end of the game, you've either learned to play well, or your character is a scarred, bleeding, one-arm-broken wreck of an action hero -- or somewhere in between. And if you 'die' at the last boss, you still kill him, but you go out in a blaze of glory (rather than returning home to get the medals, girl, etc).
Here's where I start to have problems, though. When the player fails, you punish failure by impairing the player. When the player succeeds... you increase the difficulty?
There's just no pleasing some people, is there?
This sounds like a great mode for someone who has beaten a game nine ways til Sunday and is now bored to tears: an adaptive difficulty level that's going to make you suffer for each mistake, and throw harder challenges at you when you succeed.
For average players, I see nothing but misery. Their first inevitable mistakes will cripple the character, and things will quickly spiral out of control. A player who can't hit the broad side of a barn won't learn to shoot better, he'll quickly be unable to hold the gun straight, unable to run fast enough to get away, and unable to survive. A quick death and a checkpoint reload will seem like sweet, sweet mercy compared to this.
teknoarcanist said:
Challenge need not equal to a brick wall. Consequence does not equate to "you failed" and "do it right this time" is not satisfactory player feedback.
I think you're on the right track here. I think, though, that the curve needs to be more complex. It needs to use some negative reinforcement to show there are consequences for mistakes, but it needs to back off the difficulty if the player makes too many too fast. It needs to ramp up the difficulty when players demonstrate some proficiency, without becoming impossible.
teknoarcanist said:
Honestly, I think death really only needs to be there as a vague threat which compels the player toward mastery -- and once you've established that, you have to ask, "How can we incorporate compulsion and consequence at a deeper level, on a longer scale?"
I've often thought that the best videogame experiences are the ones where you always seem like you're on the verge of dying, but you never actually die. Of course you do have to be able to die, and the player needs to experience death at least once, if not more often, to give the threat some credibility, and to set up those epic sequences where the protagonist escapes by the skin of his (or her) teeth.
teknoarcanist said:
Heavy Rain and Mass Effect 2 are a step in the right direction. Modularized alternate endings, depending on success of specific gameplay objectives throughout.
I both did and didn't like what ME2 did with that. Some of the consequences were related only to choice and paying attention: choose the wrong crewmember for a task and the game punishes you.
Other times, you were punished by previous gameplay failures: muff a crewmember's loyalty mission, and they'll die somewhere down the road. I actually liked the non gameplay-related consequences for those failures, where the character just reacts to you differently. It'd have seen more reasonable if those characters either deserted you, or refused orders, rather than having them die through... what, lack of enthusiasm? I'd have thought self-preservation would kick in at some point. I think there's one character whose loyalty mission is of a nature where it would seem appropriate for something like this to happen... but not all of them.
teknoarcanist said:
I'd like to see/design the next logical step: a game where you can 'fail' THE ENTIRE GAME completely and still get a holistic, unbroken, thesis-fulfilling, satisfying gameplay experience -- just not AS much so as you would for playing 'right'.
THIS.
That's going to be really tough.
Just think of a wargame scenario. Right now if you fail in COD, you get a checkpoint. However, a soldier could have an experience of surviving a battle even if the objective fails, could be wounded and removed from a battle, only to be sent back to the front later, and perhaps eventually discharged due to serious injury. All of that could constitute a fully realized play experience, even if it isn't "winning". Right now, "finishing" most games means "winning" them, and most playthroughs have identical "win" conditions and consequences-- examples like ME2 notwithstanding.