RPGWatch Forums - View Single Post - The Escapist - Killjoy
View Single Post


February 14th, 2007, 13:30
I don't think the point of the article is to criticise quicksaving per se, but rather the design and use of death as a "consequence" in games. And I agree. What is the point of a trap that potentially instakills, for example? The player simply reloads until they survive. Better to make death more meaningful as a gameplay element (PS:T) or find some other way of "punishing" the player for losing a battle or taking the wrong choice.
-= RPGWatch =-
Dhruin is offline


Dhruin's Avatar
RPGWatch Team


Join Date: Aug 2006
Location: Sydney, Australia
Posts: 11,968
Mentioned: 0 Post(s)