quote:
Original post by chronos
I thought the thread was about save games, failure, and the way these relate to players' experiences.
Yes, and therefore how the removal of save games as an "accepted" form of difficulty/progress management can be buffered by modifying gameplay. I stand by my original statement - save games are ALSO a necessity for "common" CRPGs, they branch plotlines occasionally, have points of no return, and discourage replay to an extent. Hence, the removal of the save game alone is going to pretty much "fatally wound" the idea of the "common" RPG anyway.
quote:
Original post by chronos
In your post you argued against fatal failure in CRPGs on the grounds that replaying certain parts was undesirable. I countered that by saying that by removing fatal failure altogether you'd no longer have a CRPG.
I can argue that you no longer have a CRPG if you remove save games, and it would nullify every post in this thread, and that would be terribly boring.
quote:
Original post by chronos
The way I classify things, a story-driven game with no fatal consequences is more like an adventure game than a CRPG. In any case, the point is that fatal failure is a valid and common element in CRPGs. To me that's a very relevant issue.
To you, it may be a relevant issue, that's a difference of opinion. I think a very large part of the game-playing population would not cease calling it a CRPG just because the common penalty for failure isn't dying and having to backtrack gameplay using a seemingly out-of-gameplay mechanism, but another more immersive way of telling the player he's doing a lousy job.
quote:
Original post by chronos
At some point you argued that replaying conversations, specifically, was annoying to the player. Replaying certain sections can be annoying, but this does not automatically extend to all possible sections. As for dying too often, this is not an argument against fatal failure in general, but against dying too often.
It does indeed not automatically extend to all possible sections. I think that therein lies the point I was trying (and failing
) to make, there are two possible avenues of good design:
either you allow failure and backtracking, but you make damn certain that it's not going to be annoying to do so. If conversation is really interesting time after time, it's no problem having to backtrack (though I really don't see how you can do that). If combat is fast, furious and entertaining, so what if you have to give it 24 tries before you get it right. All FPS games are based around that fact alone!
Or, the other option is if you have a game that is very involved, lengthy, yet very linear, you make sure that the player doesn't need to backtrack. If combat is long ( and possibly tedious), don't make the player fight it 10 times in a row. I point the finger to paper-and-pencil role playing games, where a few rounds of combat can easily take up a few hours of gaming time. If you die after that, and have to do it all again, your GM is going to be dodging popcorn and pretzels. It is the same with the game designer, though he's usually at a safer distance from his players.
I haven't played many recent CRPGs, and I know their trend is towards real-time combat that usually doesn't take so long, but the old TSR "gold-box" games were terrible offenders of this.
quote:
Original post by chronos
I do think (dying, ed. )it adds to the fun. Dying itself isn't very fun, but the fact that you can die alters the nature of the game in a way that often makes the game more exciting.
If, and ONLY if, the consequence of dying isn't having to tediously repeat oodles of inconsequential gameplay.
Again, going back to paper-and-pencil role-playing games - what usually happens when you die? Do you backtrack? No, you don't. Your group goes on and you create a new character that is machined back into the game. This new character might suffer some penalties, most notably having missed the character-and-stat-growth of the part of the game you had already played, but in some cases simply the loss of a character you were attached to can be penalty enough to try to stay alive. Granted, that is a multiplayer game, and we had already asserted that they are different to single-player games.
I think that in a mostly-deterministic-linear game such as a roleplaying game (computer or not), the only way to backtrack is to go back only to the end of the last part of deterministic gameplay, i.e. usually past the end of the last conversation you had. Which means replaying battles if you die, until you beat the battle. This is fine for some players, who enjoy doing the battle scenes more than they enjoy the steady progress through the game by meeting challenges quickly or slowly.
Yet there are many (including me, Wavinator, and Kylotan, I think) that find little value in having to replay the battles over and over until victory, especially if this happens because of artificially-inflated battle difficulty because the designer wanted to challenge the save/reloaders. People like us will be saying "but, I did not buy this game because I wanted to play a beat-em-up/strategy game".
You can come back and say "that is one of the basic features of the CRPG", and you'd be partially correct. It's one of the possible views of the genre (combat interspersed with a bit of story), which can be reversed (story interspersed with a bit of combat).
Oh well, I think I'm far enough off-topic now eh eh eh. I guess my point is that I believe combat difficulty to be artificially inflated in many CRPG game designs because of the save/reload facility, whereas I believe that the game should be designed so that the careful, conscientious and attentive player would not be expected to ever get killed (or put into any kind of fatal failure) unless the story dictated it. To put it another way, a careful player would never need to reload. What ThoughtBubble said above
That is not to say that the difficulty should be trivial, but rather instead of save/reload to recover, there could be other, more immersive mechanisms to lengthen the time required to finish the game if you fail to meet the intended skill level of the game.
And again, this only applies to those games where backtracking is not desirable because it would most likely only lead to a very limited change in circumstance. This is not the case with any action games, where the point IS the action, and getting a bit more of it is not supposed to be a bad thing (eh, Daikatana).
[edited by - MadKeithV on May 23, 2002 4:01:16 AM]
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.