What if you want to make a game, any game whatsoever, where combat is involved, and you really want for player to lose some battles. Not that the battles are scripted for player to lose, any given battle is winnable, but rather that winning or losing a battle will direct the story in different directions"
This is the most interesting aspect of the discussion for me: rather than how a save system should be implemented, instead what should happen in the case of a "failure".
Probably the obvious thing to do is just make sure you tell the player that loosing isn't a big deal. But if your game has some particular 'optimal ending' (assuming there is an ending) the a player is likely to do what he can to head straight for it. And if an event occurs that makes that optimal result no longer attainable, he's going to feel disappointed and want to change the outcome of the event even if there may still be an interesting experience ahead of him. If there isn't really an optimal result and the player knows it then the he probably won't be focusing on looking for a specific end but rather on exploring what possibilities are available.
Quoted for sound logic and bolded what I feel is the most insightful part of that post
For instance, game only saves on exit and reloading deletes the save, but you have combat ahead. How do you determine the risk ?
By gathering information about the enemy. Therefore we set a "scouting meter", which will fill as we get more details about the encounter ahead. Someone told you that there is an ambush on the road ahead, and there are likely to be 7 men, 4 of them are likely archers, etc. So the scouting meter is up to 80%, meaning that there is a 80% chance that the enemy will have exactly 7 men and 4 of them archers. So you decide to take your chances in combat, and get defeated. But the amount of struggle you produce gets added to the scouting meter, and fill the "failure meter" which is a bonus you can then spend on getting yourself back on track in some fashion you cant achieve any other way.
So what this does, in my mind, is encourages the player to earnestly try and win every encounter, through preparation, evaluation, and information gathering, and then applying as much of it as possible on the field.
What do you think ?
I've tried hard to "re-factor" that paragraph in my head since I feel that this is a good idea, but I don't quite understand the implementation. Can you think of another gameplay scenario where a similar system could be applied Karnot?
In my opinion, it's a hard problem to address in any conventional game I can think of, and considering how your average gamer these days seems to have a severe case of obsessive compulsive disorder (meaning they can't control themselves from reloading in the case of a less than optimum result) I'd say the easiest way to address this is to make a game where no reloading of prior saves is allowed at all, but there is no true "proper" ending, nor is there a "permadeath", and neither is the game very long.
In which case, I'd suggest a game which features some type of randomly generated scenarios is best, with the outcome of the next depending on the outcome of the previous, or seeded to some particular gameplay aspect, or possibly even totally random in a way that can't be predicted by the player.
Perhaps grand strategy games like Shogun Total War have an aspect of this, since if you are defeated in a particular battle you may loose some territory, but gain an advantage due to the other AI opponents no longer viewing you as the greatest threat, and instead targeting the winner of that battle rather than yourself. That would be an example of a less than optimal result which ends up yielding the player a (not immediately obvious) advantage. Then again that's more along the lines of “gameplay” rather than “story”.
Can anyone think of an example game with vastly branching storylines though? Specifically, rather than each encounter/mission/quest being “able” to be failed by the player, while the player is still able to continue with the “main” storyline, instead I mean that the outcome of each mission truly impacts the conclusion, and not in the sense that “if I did everything bad/good/perfectly then I get the bad/good/perfect ending”.
Or perhaps just examples of sub optimum play that yields a non obvious advantage, or examples of "carrying forward" some benefit in the case of failure – the "game-play" side is probably the easier problem to solve lol