'Losing For The Win' In Games 159
simoniker writes "Designer Ben Schneider (Empire Earth, EyeToy: AntiGrav, Titan Quest) has written a new article exploring the possibility of enticing your players through the power of defeat. From the piece: 'Some of the most memorable moments in games depend heavily on reversals to kick their dramatic arcs forward, from Planetfall to Fable to Beyond Good & Evil to Deus Ex. And yet, as an industry, we clearly have a lot to learn — and a lot to invent. So, then, how do you draw a clear line between player failure and dramatic reversal? It is a question well worth pondering.' In other words, if the game forces the player to get his ass kicked, can the player ever forgive it, or is it the key to some really interesting moments when used in a positive way?"
Re:uhh (Score:4, Insightful)
I don't think it's the number of games, although it is a side effect thereof. It's because we now realize that there are other ways to make games fun and hard besides making parts of them impossible. Also games can be a lot longer now. Sure, there were games that lasted a long time in the past - but only because you could play a hundred levels of them or what have you.
Also, games were previously like that because of the legacy of arcade games. You made them have very hard points in them so they would eat the quarters of the game addicts. But now we play console games and we want a game that will more consistently be fun. The arcade was about being a badass. The home console thing (aside from network play) is about having fun. I think this is the real reason - they've simply figured that out.
Bad past experiences can mold the gamer (Score:5, Insightful)
Poor game design elements such as this can sour the player on future games where any sort of loss or setback is considered to be the same as "game over."
You will get killed on this ride (Score:5, Insightful)
The problem comes if there's no hint to this. Or to put it in other terms, if the game is toying with you. As in, a battle seems to otherwise be fair and "normal", all your attacks and/or moves appear to be behaving properly (i.e. they appear to "hit", not "clang off harmlessly"), but whatever you're challenging just always seems to have a slight edge in that it plain and simply will not lose. Case in point: The field runner in Ocarina of Time. Link is challenged to a race across Hyrule Field. You're never given any impression that this is a fixed race, there's no way to "unfix" it (i.e. this isn't a plot situation where Link has to uncover a cheater), and the only way to discover this is by giving up, wasting your time empty-handed (or use a cheat device, which reveals the problem when he claims he won with a time of -1 seconds). Things like this could easily be taken as direct insults to the player, worse if the player unloaded all or most of a difficult-to-replenish or non-replenishable resource (expensive healing potions, stat-boosting effects, rare one-time attack items, etc) in the process.
So all in all, sure, it works once in a while. Just don't insult the player in the process.
Planescape: Torment (Score:2, Insightful)
Not impossible, just really hard (Score:3, Insightful)
This is akin to the stage clear mode in Tetris Attack (or Spa Service in Pokemon Puzzle League). There is a "bonus" level that's pretty much as difficult as the final boss if not harder, but if you fail it, you just go on to the next level.
In Fire Emblem GC, *minor spoiler* you can flee from the black knight if you're not up to it. It's pretty hard unless Ike has the Aether badge and Mist is on your team, but retreat only makes minor changes to the story, and affects who joins your party.
The SpiderMan/Venom Ultimate Carnage for Genesis/SNES has this part where you're ambushed by multiple boss characters at once. Not sure if you can beat it, but the longer you hold out, the better items you get.
Scripted losses are ok, but generally I only want one near the beginning of the game. Otherwise it gets to be a waste of time, considering your actions have no affect on the outcome. The optional losses are where the real money is though, and it gives developers an opportunity to make really hard parts.
Re:Myst (Score:1, Insightful)