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June 24th, 2013, 01:28
Originally Posted by Mr Smiley View Post
You usually reload and try again. It does not actually end the game, since you keep playing.
Eh, I don't deal in weak semantics. BTW, IMO the only way to play a game with a heavy dose of randomness (like CRPGs) is to play without reloads.

Let's put it like this: the consequences of failure are drastic, because forcing you to reload is the greatest setback the game can enforce on you short of resetting your PC.

Failure in a game usually means that you try again, one way or another. A game where failure does not equal death actually allows for more interesting consequences within the narrative of the game.
You're pursuing a tangent now though; you don't have to cut out combat to create a design that doesn't rely on reloads.

My point still stands; how would you make the player care about failure, with an intensity equal to combat, without actually engagin in combat?




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