Nice article. A little late to the party though. Most people who play strategy games and stealth games already know all this.
By the docks there were a bunch of them, right next to where enemies were taking cover. ...which I somehow managed to miss the first time around. It wasn't until I replayed a few certain sections that I said, "Wait a second, those yellow things are gasoline tanks!"DVS BSTrD said:I'll have to try that again. Any exploding barrels? I always miss those.TheNaut131 said:Cahpter 5 I believe.DVS BSTrD said:Which chapter was that?TheNaut131 said: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.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.
Max Payne 3 had these little things here and there that were just screaming for you to use them. Sure Max, you could hide behind that crate, dodge a few grenades, take out the enemies in this room with some diffulty then do the same for the second wave so you can run up the stairs and across the cat walk to the next section.
OR you could shotgun the fuck out of the guys in front of you, force your way up the stairs while returning fire, finally get to the catwalk shooting at whoever's up there and then bullet dodge off the catwalk as the next wave of enemies enter the room while raining death from above.
It took me about 8 times to actually pull this off.
And it was completely fucking worth it!
Games with bad endings when you don't know how to achieve the bad endings could be an example.Altered Nova said:Letting the player fail in gameplay is a great idea, but I'd really like to see more games that let you fail narratively and still keep going.
Like, if you don't make it to the closing door to the enemy base in time, you'll need to find another way inside. And if you don't kill all the baddies before they drag the hostage away you get an extra car chase mission. If you lose the boss fight he gets chased away by reinforcements before he can finish you and the game continues, but you'll have to fight him again later in an even tougher boss battle. Etc.
Basically, dynamically change the story a small amount based on how successful the player is. Let the player fail 3 or 4 times before giving them a game over so they feel they have to reload the moment a quest objective is missed.
I only know of a few games that do this. Heavy Rain was mentioned above, Deus Ex, and I heard that Borderlands 2 will have this feature. Anyone else know of any more games like that?
I just want to point out that while Bayonetta/DMC are bad examples in that context, they're gameplay the exact opposite of what you're complaining about. Barring Bayonetta's boss fights and some of DMC 4, the combat is totally organic. If you want to do something cool, you better damn well know how to do it. I kinda wish the boss fights would go back to being like that too *sigh*Yahtzee Croshaw said:Like in all those opening cinematics from Devil May Cry or Bayonetta in which the player character figuratively jerks off into the camera while you sit and watch or go make yourself a rum and coke.
Many semi-stealth games have a quite effective way of handling this. The most notable attempt would be the Hitman series, where your fancy-pants ninja approach of assassinating your target by dropping poisoned fish on him while dangling from his favourite chandelier is quite liable to fail - and plan B involves guns. Lots of guns.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.
I played non-lethal the first time through, and just bugged out and sprinted across the construction site to the elevator, thirty minutes later I was looking for an old save because letting Malick die without even trying to save her was...an unpleasant feeling.Zhukov said: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]
There's this one bit in Human Revolution where you have to protect Malick, your pilot. If you don't dispatch the enemies in time she dies, but the game keeps right on going.
Of course, that doesn't stop people from quickloading the failure away, which is exactly what I did.
Not every battle will lose you the game, but a single pivotal battle very easily can.Zhukov said:Which strategy games have you been playing?Shjade said:Nor does it do what you're suggesting you want to have happen here. Losing a battle in a strategy game may not cause you to get a game over at that instant, but the long-term ramifications of that loss are likely to cause you to lose five, ten, twenty minutes further down the line.Zhukov said: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.
Delayed game over is still game over. You're already dead even if you haven't accepted it yet.
If losing a single battle loses you the entire game then they obviously weren't very good ones.