rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
Glenn Wichman(one of the original authors of Rogue for the unaware) made a few statements about this at a 2016 convention:
While the original talk was geared towards roguelikes, this applies to cRPGs in general when we view it under the lens of 'consequence persistence'.
This is unrelated and orthogonal to things such as "ironman" where you only have one save. I dislike this mode because games are often buggy and I'd rather not lose hours of game time due a bug.
What games feature systems that promote consequence persistence? Do they make the game more enjoyable?
When people talk about permadeath, they talk about us three being mean. 'Oh, they wanted to make it extra hard, so they threw in permadeath.' … permadeath is an example of 'consequence persistence.' … Do I read this scroll, do I drink this potion? I don't know. It might be good. It might be bad. If I can save the game and then drink the potion and—oh, it's bad-then I restore the game and I don't drink the potion. That entire game mechanic just completely goes away. So that was a whole reason why once you have taken an action and a consequence has happened, there's no way to go back and undo it.
…
The good stuff is just as permanent as the bad stuff.
While the original talk was geared towards roguelikes, this applies to cRPGs in general when we view it under the lens of 'consequence persistence'.
This is unrelated and orthogonal to things such as "ironman" where you only have one save. I dislike this mode because games are often buggy and I'd rather not lose hours of game time due a bug.
What games feature systems that promote consequence persistence? Do they make the game more enjoyable?