JuJu said:
But there is such a thing as "winning" and that really grants the most entertainment. Such a winning is doing the best the player can possibly do to achieve the goals of the character, whatever he imagines they might be.
First, as JY says, it's a relative issue - the designer doesn't know what's a "win" [and if you're proposing design ideas/improvements, you must think in terms of design]. Also, you seem to assume that the player's/character's goals are clearly defined, firmly held, and unchanging. This needn't be true in general, and almost never will be in a dynamic world. Of course certain outcomes will always tend to seem more/less positive, but it's not a simple matter of comparing scores and knowing that X is objectively better than Y in every respect (with regard to the player's goals).
People like to succeed and hate to fail. If player somehow fails, he will always be disappointed if this failure doesn't serve the interests of his character, no matter how interesting it might be.
That's clearly nonsense in general. I agree that with all else being equal, most people prefer success over failure in an individual case. However, they will certainly sometimes prefer interesting failure over dull success (an extreme but obvious example being a "Kill the bad guy and win the game" lever in the first room of an otherwise interesting RPG).
Also, things need to be seen in context of the game as a whole. It's dull to succeed all of the time. The more a player succeeds, the less satisfying it becomes. In an individual case, a player might favour success over failure, but that failure might increase his overall entertainment more - since it makes every subsequent success taste that much sweeter. The goal is to give the player the most overall entertainment possible. You don't do that by encouraging him to play in such a way that he succeeds all of the time - since in that case success is a dull run-of-the-mill expectation.
Again, I'd point out that the goal isn't to make sure the player never reloads - it's to reduce the odds that he will by making failure an interesting course to pursue as well. He might well have preferred success in many individual cases, but it's the total impact of the game that matters. He'll still reload sometimes, but the point is to push the balance towards a success/failure ratio that gives real value to success, and at the same time break up the play experience less often.
Sure, but each player thinks he knows what would be best for his character and what would be the best way to achieve it. If he for some reasons is unable to do what he thinks is best for his character, then he thinks he has failed, unless the events provide a new goal or way that would serve the character's interests.
Perhaps, but the important issue is what immediately follows. Does the failure have interesting consequences opening up doors to a variety of challenges to achieve either the original goal, or to achieve some now-more-desirable goal? Usually failure closes doors and raises no interesting new challenges.
So long as the "failure" brings interesting consequences and challenges, the player can remain interested. He might not enjoy the process of failing, but he can enjoy the challenges it raises, and have increased enjoyment of his successes - which become more valued through not being certainties.
But it is pursuing character goals that is entertaining. The only thing that is entertaining while not pursuing the character is discovering the possibilities the game gives, but it is entertaining only for short time.
It's not entertaining outside the game. The process of pursuing character goals within the game provides entertainment. Getting a better character situation by reloading is not in itself directly entertaining. It's only entertaining due to its usual assumed consequences - i.e. that the game will be more entertaining/rich/deep... for a character who succeeds/is powerful, than for one who fails/is not powerful.
If the most entertainment lay in the pursuit of character goals, the logical decision would be to load up the game where you failed - there'd be more goals left to pursue. The problem is that the pace of game content and amount of total content in a playthrough tends to increase with success. Succeeding usually leads to a richer, more densely packed game experience, so is preferred. If failure meant a longer, more complex adventure, still chock-full of incident, players would have little reason to play/reload in a manner ensuring constant success.
In reloading terms, that's clearly preferable; in playing terms it'd free the player to roleplay eccentric/oddball non-pragmatic characters without suffering a more shallow/frustrating experience as a result.
But there is no adventure without risk to loose. What would be skydiving without risk of being crushed to death? Just a good view.
The point is that there shouldn't be some pre-designed overall YOU WIN state. Rather what is considered a "win" depends on the player, the player character, the information each has, the state of the world.... Also, there is no real risk to lose if the player simply reloads on every "failure". There is no adventure there, since the PC never actually suffers any setbacks.
Without some contrived Total Win state, there's much more reason for a player to continue past a few setbacks and go for some different outcome. You're not seeking to "win" - just to shape history.
Also, I think your analogy is pretty good: to view the main point of skydiving as overcoming "the risk of being crushed to death", is about as shallow and daft as thinking an RPG should be primarily about winning. I can lie down on a road and risk being crushed to death, just as I can get a challenge from playing space-invaders.
How can a choice be balanced if you are taken to fortress full of supermutants, who are superbly armed and willing to kill?
By offering other means of escape that don't involve killing a load of supermutants. It's not rocket-science. How does any conventional hero survive in similar circumstances? He finds some way to sneak/talk/think his way out without confrontation.
There is no reasonable line of retreat if you are held at gunpoint by minigun wielding supermutant all the time.
Are you saying that there's no line of retreat if the game is exactly as it is now?? So what? We're talking about changing it. In Fallout you are taken to a cell after the episode with the minigun wielding supermutant. If you can't think of huge amounts of possible escapes from such a cell/prison area, you can't be thinking very hard.
Almost everything is cliché - even your writing "cliché". It didn't stop you. In any case, my example wasn't intended to be perfectly refined - just an illustration. If you can't think of less clichéd ways to offer means of escape/retreat, then you still suck. For example, talking your way out, involving a multitude of reasons-why-the-PC-must-go-out-in-order-to-locate his vault - e.g. convincing the SM that you never knew the location of your vault when inside (why would you?), and were blindfolded+taken away from it before release (so you couldn't betray its location). However, you usually contact them by some-means-requiring-your-presence-outside-the-base, so you must be released to help in the great SM quest....
Many alternate means could have been offered - all different in their own ways, and suited to different skill sets. A sneaking means was already naturally there, but other methods can and should ideally have been in place: in particular at least one way to talk your way out.
Escaping should be almost as impossible as destroying the place.
No it shouldn't. This can be the case in most circumstances, but the beauty of game design is that you can create the precise circumstances you need for it to be credible that that isn't the case. In game-design/dramatic terms, escaping can, and should, be much easier than destroying the place. Whether that would be true in most such cases couldn't matter less - you have all the freedom in the world to construct a situation where it is credible. If you can't, then again - you suck.
but bad guys really should be expecting you to try escaping.
Sure - so give the player some means to get out by persuading the SMs that it's in their interests (e.g. see above). Alternatively, construct circumstances where it's reasonable that means-of-escape-X would not have occurred to the SMs.
Not if developers wanted to stress that supermutants was a real threat, not stupid bad guys who were tricked by some kind of miserable "hero".
Since everyone who is/was ever misled by anyone else - however silver-tongued, intelligent, informed, and cunning -, must be a "stupid bad guy"???
Why don't most players end up captured like that in the first place? Because Harry the SM is a slow idiot who can't tell a ghoul from a human, and can be easily mislead by anyone who wants to. Offering more complex/intelligent talker's escape from the military base is hardly the part which would give the greatest SMs-are-stupid impression (and there are SMs in the base that can be tricked already in any case).
Sure the challenges should be dictated by player not developer, but aren't they always? If the challenge the game offers isn't the one the player wants he just won't play the game.
That's a laughably trite and trivial notion of player-dictated challenges. "Our game gives the player the chance to choose his own path/challenges/goals - either the goals we've put in, or to play another game."
But for each challenge there should be a failure. And there is no reason for that failure be not only subjective, but also an objective failure (like death or torture).
In most cases, subjective failure is preferable, since it's a natural way to offer diverse replay value using the same content. It makes for a game world which is consistent for different characters, with the character's goals and perspective making the important difference - rather than a game world divided into a few separate quest lines that might as well be a few separate games.
Death usually sucks (i.e. is dull and opens no doors), and I don't see what torture inherently offers. Both death and torture
could be used as sources of interesting gameplay challenge and content. However simply something like "[You got tortured] You died. The End", adds very little.
You can include objective, dull failure, but it's a dull option. Subjective "failures" offer more possibilities for choice and replay value, in such a way that the separate playthroughs have natural parallels and contrasts.
Once "failures" are subjective, it becomes meaningless to suggest that "for each challenge there should be a failure". There are no failures from the designers point of view - just different outcomes with different consequences. That automatically means there'll be relative failures according to some sets of player goals, but can never guarantee that for any player there always exists an outcome state which is actually worse than the initial conditions. It all depends on player goals.
The more chances of failure, the more happy the player will be when he finally succeeds.
First that's not precisely true: the player will take more satisfaction at the final success, but he won't necessarily be more happy overall at that point. If you've put him though hours of frustration, he likely won't be absolutely happy - he'll just be thankful that the hours of torment are over.
Second, again, if the player reloads on failure, there is no real chance of failure. The failure isn't part of the character's journey through the game world, and has no long term consequence for the character. The only consequence for the player is a quick reload. It's a meaningless failure which doesn't satisfy the player when he succeeds beyond thinking "Great - that crap is over with and I can get on with the game".
Of course it can be enjoyable if the process of attempting the challenge provides interesting gameplay each time, and doesn't get stale before the task is completed. However don't look at a situation and simply think "That provides entertainment, so it's good design." Rather, compare the entertainment it gives with the potential entertainment of doing things differently.
The process of attempt-fail-attempt-fail-...-attempt-fail-attempt-succeed, might provide entertainment - but does it provide more entertainment than a process without that degree of repetition? Probably not. Does it offer any difference in consequence between characters / playthoughs / goals...? No - everyone succeeds in the end, so there are no real implications for failure - and by extension no special/interesting/rare implications for success.
Player would feel more happy if he chose the only right answer rather than one of many.
There are not many "right" answers in what I'm proposing - there are none. Personally I'm much happier when I'm free to decide my goals and tactics, rather than have a designer dictate the "right" solution based on his limited imagination.
The main advantage of having relative, personalized goals for different players/characters, is that the player knows that the "wrong" choices are fully supported (since they'd be "right" for different characters). He can therefore continue past a "wrong" choice with confidence, without assuming that his experience of the game will be the poorer for it.
Have you not felt the thrill when you overcome some obstacle in game with which you have struggled for hours?
Yes.
Is it the most thrilling gaming experience I've had? No.
When I consider all my gaming experiences, do I look on those as being the most entertaining for the time invested? No.
I've overcome many such repetitive tasks in my time - with all the fervor of an autistic with OCD. That doesn't make them the most entertaining gaming experiences I've had (they probably weren't), and it certainly doesn't make them at all rich/deep.
Certainly an RPG can have the same challenge-related aspirations as Pacman/Mario/Halo..., but should it? Simple games without significant choice, lore, background, history, character... can achieve that repetitive-challenge-focused gameplay without any of the complexities of an RPG world. Once you construct a rich world, it makes sense to use it - to play to the unique strengths available to an RPG.
In an RPG I don't want to struggle for hours to complete a task, going back and trying the same repeatedly. I want each attempt to have significance for the future of the game world, and to change the nature of any future attempts. Relative failure should open doors to new approaches and challenges, and possibly change the nature of the original goal/challenge.
That gives player the feeling of power and pleasure that no means of exploration can give him.
First, the idea that the aim should be to provide feelings of "power and pleasure" is horribly shallow.
Second, your view is still not helped by seeking an artificial black-and-white separation between challenges and exploration. If an RPG is an process of essentially insignificant exploration punctuated by isolated, meaningless challenges, it's much less than it could be. Exploration should be inherently challenging, and challenges should be about exploration of a rich space (abstract, physical, or both) to find some suitable resolution/continuation.
While exploring the story is more interesting in long-term it is outwitting or outgunning someone (even if AI or script) which makes players scream "Hell yeah!" on top of their lungs.
Is the aim to get the player to scream "Hell yeah!"??? Is that playing to the strengths of an RPG, or an FPS? The notion that all games should be about immediate competition/victory/power is rather limiting.
The idea that there's some "story" which exists separately from the majority of gameplay events is tiresome and restrictive. A good RPG shouldn't allow any clear separation between story/exploration/challenge.
The problem with RPG's in this context is that in dialogue they have only limited choice and the result is apparent right away, so it is too easy to make the right choice in short time.
The problem isn't that it's simple to make the right choice. The problem is the existence of a right choice in the first place.
You are right in one way - you can't give player the line "You failed, go away!" in the dialogue. It makes everything too boring and easy to avoid by reloading. You should give player hope and in the end crush it, so when player finally gets everything right he would feel that thrill of accomplishment.
That "thrill of accomplishment" puts the emphasis in entirely the wrong place. The point should be to make the
process entertaining - not to have the player thrilled at the result when it says YOU WIN in big metaphorical letters. The chance to get "everything right" is a recipe for a trite, shallow world, without a hard decision in sight.
Implications of actions in dialogue or elsewhere should be immediate/delayed based on what makes sense in the context. Giving the player hope, then crushing it, is only any kind of reasonable option if the crushing is entertaining, and opens doors. To do otherwise is to punish the player (always a bad thing) without giving him the option to avoid this. If your crushing is done well, there should be no reason not to have it happen immediately (where that makes sense). If it entertains, and opens up interesting new gameplay and content, it's fine. If the player wishes to avoid it even then, he should have the option to without needing to reload from a few hours earlier.
Seeking to trick the player out of reloading is shoddy design. Either be upfront about it, and enforce non-reloading, or preferably work to make all outcomes entertaining enough that the player doesn't want to.