What about a system similar to Bioshocks Vita-Chambers? The way they work is that, even if you fuck up, the game world continues on and you simply respawn in another location, the world still been afflicted by the fuck-up you caused earlier. Unfortunately that can't work for every game (and there are those who think that Vita Chambers didn't work for Bioshock anyway).Zhukov said:It occurs to me that it would be nice if games could find a way for the player to fail every now and again without getting a game over and subsequent failure-cancelling time rewind.
I was one such person. I always played with the vita-chambers turned off.Ragsnstitches said:What about a system similar to Bioshocks Vita-Chambers? The way they work is that, even if you fuck up, the game world continues on and you simply respawn in another location, the world still been afflicted by the fuck-up you caused earlier. Unfortunately that can't work for every game (and there are those who think that Vita Chambers didn't work for Bioshock anyway).Zhukov said:It occurs to me that it would be nice if games could find a way for the player to fail every now and again without getting a game over and subsequent failure-cancelling time rewind.
I think Zhukov ment that it would be neat if you could mess up in a game in more ways than just having to die, and reload.Ragsnstitches said:What about a system similar to Bioshocks Vita-Chambers? The way they work is that, even if you fuck up, the game world continues on and you simply respawn in another location, the world still been afflicted by the fuck-up you caused earlier. Unfortunately that can't work for every game (and there are those who think that Vita Chambers didn't work for Bioshock anyway).Zhukov said:It occurs to me that it would be nice if games could find a way for the player to fail every now and again without getting a game over and subsequent failure-cancelling time rewind.
The problem here is that you don't truly fail as progress is merely stalled. This can lead to pacing issues where a death puts you back a few rooms rather then auto-loading you to the begining of the room you died in (which is a system also riddled with problems that hinder gameplay).
The problem with these systems is that they may be restricted by the narrative/themes of the game or if implemented, might actually grate against the intend of the games narrative and themes.
In fact, that can be seen as an issue in itself... narratives/themes in games try to emulate Film (films being a linear and rigid medium inherently). There aren't many game narratives that are specifically tailored towards gaming, that actively works in favor of Gamings interactive and emergent potential.
I don't think it is very likely to "believably" remove the "die" and "start over" bit in most games. Don't get me wrong, some games could probably pull that off, and have it fit the narrative. But with a lot of games you can get to certain points where continuing without starting over wouldn't make sense, or it would be like a reverse of the "suppose to lose" fights that you can't fail.Zhukov said:I was one such person. I always played with the vita-chambers turned off.Ragsnstitches said:What about a system similar to Bioshocks Vita-Chambers? The way they work is that, even if you fuck up, the game world continues on and you simply respawn in another location, the world still been afflicted by the fuck-up you caused earlier. Unfortunately that can't work for every game (and there are those who think that Vita Chambers didn't work for Bioshock anyway).Zhukov said:It occurs to me that it would be nice if games could find a way for the player to fail every now and again without getting a game over and subsequent failure-cancelling time rewind.
The problem with those and systems like them is that they remove the consequences for fucking up. They don't even penalise your progression the way a checkpoint or quickload does.
A perfect system would allow you to fail, penalise you for it, but then (at least in the case of a non-terminal failure) allow things to keep going without compromising the narrative... somehow.
The only example I can think of is losing a battle in a strategy game. You suffer a failure, but the wheels keep turning. However that sort of thing can't really be adapted to other forms of gameplay.
Some games do that, at least kinda.Imp Emissary said:I think adding in mechanics that you can succeed/fail at without having to die directly because of the failure is the best way to go.Zhukov said:[snip]
They didn't, because allowing for fuck-ups doesn't mean denying the ultimate fuck-up (dying for good). If you fuck up in Deus Ex then the good bit is recovering, just missing out on death, re-enacting your plan from another angle or altering it completely. (Or running the fuck away.) The same principle works for something far less dynamic like The Sands of Time - you get retries, but you can still actually die.Ragsnstitches said:What about a system similar to Bioshocks Vita-Chambers? The way they work is that, even if you fuck up, the game world continues on and you simply respawn in another location, the world still been afflicted by the fuck-up you caused earlier. Unfortunately that can't work for every game (and there are those who think that Vita Chambers didn't work for Bioshock anyway).Zhukov said:It occurs to me that it would be nice if games could find a way for the player to fail every now and again without getting a game over and subsequent failure-cancelling time rewind.
Ha, I got into Day Z about a week or so before D3 came out. I don't give a shit about Diablo, but my friend had been waiting for it for fucking years. I showed him Day Z, and even though he doesn't admit it, I'm pretty sure he plays it a lot more than Diablo 3. Before Diablo 3 he was talking to me about it quite a lot, now if we talk on Steam it'll only be about Day Z.ACman said:snip
That's pretty much how I felt during certain parts of the game. Mainly whenever there was a high place I could jump from, something I could jump through, or something I could blow up. Max Payne 3 had these little things here and there that were just screaming for you to use them.DVS BSTrD said:For me The "Shotdodge" in Max Payne 3 is like the conversation wheel in an RPG: You're driven to go back and try again and again until you get it right.