Quote: Original post by kseh
That being said, it's still a flawed idea. Every now and then in the design forum there are discussions about perma-death, save points, and finding ways to get adult players to accept failing at missions and loosing characters they've put a bunch of time into all in the name of creating a better gaming experience. Every one of these discussions makes it sound like a near impossible task. So if you can't get a mature gamer to accept stuff like that how can you expect a kid to?
How is it a flawed idea? I'm not clear what you mean by accepting failure in this example. As it an example of choice and consequence and not failure. The player is given a choice they can kill off a family of gnomes to becomes more powerful or simply leave them be. The consequence of killing the gnomes is that the forest will die and eventually destroy the way of life of the neighbouring village. But there is no failure or success in this scenario. Its a simple matter of choice and being forced to live with the consequences of that choice.