But here’s the problem. Many – possibly most – RPG players like to take their time exploring the world, talking to NPCs, discovering secret areas, and completing side quests. The spirit meter actively discourages this style of play, encouraging the player to stick to the main quest and resolve the curse as quickly as possible. So unless players found a way to “cheat” the curse (which many did), they were discouraged from exploring our side content and enjoying the game the way they wanted to enjoy it.
Years later, I had some discussions with Josh Sawyer about this, and I now find myself on the opposite side of the debate. I think a player’s sense of being “cursed” could be reinforced in other, less heavy-handed ways – for example, NPC reactions, scripted events, visual changes, and settlements that won’t admit the player (forcing you to find a more dangerous way inside and be “on edge” at the prospect of discovery whenever you are there). I think we could also have found less fatal ways to create the sense of a curse that is “draining” the player – for example, your abilities deteriorate if you don’t feed, but you don’t actually die, making the curse impactful but not a game-stopper. Or maybe even a “hard core” mode where the curse was fatal, and a “normal” mode where it wasn’t.
Ultimately, I want players to be able to enjoy the game without having to resort to cheats or exploits, and for many players, I feel like the spirit meter became an obstacle to enjoying our content.