quote:
Original post by chronos
That''s a good point, but CRPGs traditionally involve combat that''s potentially lethal. You cannot bail the player out every time he''s about to lose a seemingly lethal fight without seriously undermining his character. It''s fine to use this as a plot device in a CRPG, but if all combat carries strictly non-lethal consequences then, in my opinion, you no longer have a CRPG.
The thread, in it''s entirity, is about how we can challenge whatever is "traditional" about games, so coming back at me saying that lethal combat is "traditional" in CRPGs to me is a non-issue.
I thought the whole point was that it is annoying to the player to die and have to replay sections of the game. I also made the observation that MANY players of the genre abhor the way you just tend to die uselessly in many of these games, fast and often. Just read through the thread again picking up the many gripes about Baldur''s Gate.
Or to put it another way: why on earth does the consequence of losing have to be lethal? I''m not even saying all of the time, why does it need to be lethal ANY of the time? If you try to answer by saying "because it is the greatest penalty you can throw at the player" I will say no. I can imagine far worse. Deleting the game and disallowing reinstallation is one. Actual physical death (yes I''m getting absurd here) as well. That doesn''t add to the fun either. And wasn''t that what we were talking about in the first place? Does dying add to the fun? No, you just reload and try again. Now, as long as the part you replay is enjoyable gameplay, actually I don''t think that''s a bad thing. I do agree with you that allowing death and a limited but fun replay of the sequence can be a perfectly viable vehicle. But that''s not a given, is it? You can also avoid the problem by simply not having any replay in your game. I''m not trying to put one above the other, though, just saying that there are other options besides save/reload.
(Note: I''m still just talking about CRPGs, and possibly also adventure games though they seem to have taken a trip into history without returning).
Perhaps RPGs are a very bad example, because they are barely "games" in the first place, there''s no real winning or losing, you simply finish. This applies to most modern "games" though, specially FPS in single-player mode. You also have a "story" of sorts, dictated by a progression of levels where you do not really want to restart over and over.
Perhaps Wavinator has a good lead when he talks about separate challenges.
Would you all agree on this definition of a "challenge":
The minimal unit of gameplay between two (re-)entry points.
i.e. it could be between two save points in a Final-Fantasy type game, or at the start of each level for a Mario-type game where you respawn if you have lives left though actually it is more complicated than that, due to the limited nature of lives, it could be said that the entire game is a challenge, because once you have run out of lives which are a limited resource in the game, you have to restart completely.
Games that allow saving anywhere theoretically have a very short average "challenge". While player choice may lengthen that challenge, the lower limit is very small, which is an indication that save games can lower the difficulty level (I am not saying this is a bad thing, but I believe that is a valid observation!).
The tension arises between the game designer and the player when the game designer wants to insert a challenge of a certain difficulty (or perceived difficulty, but that''s way off topic) that can be easily brought down in difficulty by using (the game designer will say abusing) the save/reload facility.
To the actual player of the game, it will seem as if the save/reload facility is helping him. After all, it is lowering the difficulty of the challenge to the point where he can beat it. I personally find it akin to setting up an obstacle course, and putting a path around each obstacle as well. It can have every possible good intention: if you can''t take the obstacle, feel free to walk around. And yet, there is also the very real danger that the people for which you lovingly built the obstacle course are going to take one look at that wall, raise their shoulders, and say "forget THAT, I''m walking around".
I can hear Wavinator cry foul already: "the real MAN will try to take that obstacle, if it''s the last thing he does!", but the sad fact of the matter remains that people are lazy at heart. Or perhaps not lazy, but erring on the side of caution - "that wall looks pretty tall, I probably won''t get over it, fall and break my leg and stuff, I''ll walk around".
So, now you have two camps:
The Wavinator Buddhist monk camp, that says "if you want to walk around, your loss. The Budda says to smile and enjoy the way the players are enjoying themselves, even if they are missing all the parts you spent so much time on."
And the AnonPoster Drillsergeant camp, that says "Look, you sheep, this wall is perfectly doable with a little practice! Left, right, left, right, pull yourself up that rope Seger, or there''ll be no lunch for anyone tonight!"
Results:
Camp 1: Some players will sigh in relief for not having to chafe their soft hands on the rope, and being able to walk around. Some players will grin and take on the wall. Some players will get halfway through the obstacle course walking around every single obstacle but the very easiest and say "this obstacle course is BUNK! It''s way too easy" and head home to become a computer scientist instead.
Camp 2: Some players with soft hands are going to end up bleeding and not making the wall, and heading home saying "this obstacle course sucks, it''s impossible", becoming a computer scientist instead. Some soft-handed players will actually grow some callouses and make the obstacle course, saying "hey, I didn''t know I had it in me."
The hardasses will not really see the difference between this and camp 1, since they could do it in the first place.
So, in the end, both camps lose some players, camp 2 gets more players over the obstacles (at least, if the obstacles aren''t RIDICULOUSLY difficult, and sadly that does happen in certain games), but the jury is definately out on which camp will actually have more players feeling satisfied with the course at the end.
I personally tend towards camp 2 right now, because there will be a definate sense of achievement when you finish. However, in some (most?) games, or for some (most?) players, the reward is reaching the end of the obstacle course (even if you did walk around every single obstacle), and not the actual crossing of the obstacles.
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.