Quote:Original post by Oluseyi In my opinion, the only future for gaming lies in virtually eliminating performance penalties. Where a traditional game would have you fail a task - die, for instance - a "new" game would have you narrowly escape, then plot an alternative, perhaps lengthier trajectory for you to accomplish the goal, or even a lesser goal. Every complete play session would end in success/victory, but at varying costs and of varying reward. |
I've got your back!!! [grin] I think there are a lot of interesting possibilities here.
But there are some challenging design problems, as well. One is the loss of morale from having things handed to you. I can only describe it as an experience akin to grade inflation. You succeed not because of anything to do with you, but because the system gives you a pass.
One big challenge, then, is to define what the experience of failure will be. It's difficult to figure out if failure should be fun, and if so, how to motivate the player if all things are nearly equal (varying reward, as you say). Different people are motivated different ways, so you can't take a one size fits all approach. You also must balance frustration with the burst of pleasure one gets from overcoming challenges (it can be like hunger, whetting the appetite).
Have you tried Project Eden? It's a very-combat light, environmental puzzle heavy action-adventure game. You can't permanently die in the game, if you do, the only thing that happens is that you (in the form of 4 switchable specialists) respawn at a regeneration point. It's nice because if you get fried by an electrical floor or falling off a girder, you just lose a little progress time.
What's bad, though, is that it completely cheapens combat, and can even kill some of the immersion. My friend and I were resorting to jumping off ledges and killing characters just so we wouldn't have walk all the way back to some respawn point. Your idea of having various reward "penalties" so to speak would probably have been good for this game.