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Original post by Anonymous Poster
As long as the gameplay centers around competition/combat, the player will always want to win. [...] But ultimately the player needs to win the game.
All generalizations (including the one I'm stating right now) are false. I hate winning just as much as I hate losing. Note that that doesn't necessarily mean that I hate losing per se. However, winning and losing both imply that the game has come to its end. In that sense, winning is equivalent to losing. And usually I don't care about the actual differences between the two. If the game ends, I seize to have fun. The thrill of winning is rather short-lived.
I'd almost say that I like losing much more than winning. At least you don't get the overly cliché "you are the redeemer of the people and everybody is so happy that you had to use a slegde hammer to get the smiles off their faces" ending. In fact, if you're going to emphasize winning (ie. showing a plethora of cinematic sequences, putting the player's name into the hall of fame etc.), you should do so for losing as well (the hall of fame is not necessarily appropriate here, but how about a hall of shame? [grin]). I know it's usually much more difficult to determine how and why the player lost (in an in-game sense) rather than won (as usually winning is equivalent of "doing what the designer had in mind", which is annoying to begin with in any "realistic" game) and thus play the appropriate cinematics, but if I get such "rewards" for losing the game, I'll have more reasons to experiment in the game and not worrying about the munchkiny minimaxing all the time.
But still, ending the game is something I usually consider simply annoying. I don't care if I am the ultimate redeemer and bringer of peace, I want to keep playing. In fact, I see the whole concept of having winning the whole purpose of the game like having dying as the purpose of life (with some sort of arbitrary restriction, like dying after curing a real life plague or killing a real life very bad dude [grin]).
Now, I know there are games which still allow you to play after "winning" (e.g. Fallout 2, Morrowind), but this thread seems to be about winning and losing as final states of the game, and even in the aforementioned games, the fact that you have won has little effect on the game world (I spent all those hours to actually do what the designer wanted me to and all I got was this stupid cinematic sequence). Basically the game just lets you tie up loose ends.
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If you want to have a game that doesn't center so uch on winning or losing, then creating something where the players can create their own content or do more non-combat or non-competitive activities is a good idea.
...for instance, make the world stochastic (note the deliberate avoidance of the word random, which apparently has some very perilous connotations [rolleyes]) and emphasize issues such as exploration. Or simply forget about winning and losing and focus on good gameplay. Let the player set his own challenges.