Indighost wrote:juicefox wrote:I disagree. The reason why LucasArts eliminated player death in their games was because they realized that constant saving and reloading was neither challenging nor fun, and their games are considered some of the best adventure games of all time.
I counter-disagree!
The reason why I played the game Path of Exile for 3 years (stopped 3 months ago) was because you can die and lose 100% of your saved progress instantly, and it was such an incredibly challenge (for me at least) to get to level 95 with maxed-out items and NEVER die. The potential for terrifying instant and total erasure of MONTHS of progress was so exciting! And once I achieved the goal it felt great. I plan to include this in my ongoing game project for this reason.
My point was specific to adventure games, which are very different to RPGs. In most games, player death
does makes them more challenging because the game tests not only the players understanding of the game mechanics but also the player's
performance. You might know the optimal strategy to defeat a boss in Dark Souls (using this example because I've never played Path of Exile) but, if you do not perform this strategy well, you will die. Whereas, in adventure games (a genre with VERY simple mechanics), once you know where a scripted death sequence is, you can avoid it 100% of the time with no possibility of failure. Sure, you will have to fall into these traps first before you know how to avoid them, but that's all a matter of trial and error, which doesn't really test any skill other than patience. However, I will concede that, in
some adventure games, fail states, when implemented well, do add excitement to the game (the Ace Attorney series is a very good example of this). But I'm not saying that fail states are universally bad. I'm was just saying that you shouldn't just
assume that they are equally effective in all games in all genres.