Zombra
An iron rock in the river of blood and evil
Forgive me, but I think I understood you the first time.You've misunderstood me, I should've been more clear. The developers wants to use Dice Roll Checks rather Threshold Checks solely because it encourages the player to pick low-chance (active) options just in case they get lucky (a chance the wouldn't have with Thresholds) - but this is contradictory, because by using Success outcomes as a carrot, they speak against their own message ("Failure is Fun"). It's simply my counterpoint to their initial reason for using Dice Roll Checks.
The low-chance gamble is definitely a valid reason to attempt something with an uncertain result. The difference here is that it's OK to not hit the jackpot with a success. Instead of making you just reload the game until you succeed, failures are given a different reward - a cool failure story. It makes you want to continue playing even though you failed. This is serious incline. Of course if you do succeed, that's fun too just like always. In my previous post I briefly sketched a success story and a failure story. Having a fun failure story doesn't detract from the fun of hitting the success story; if anything, it enhances it because it takes away the infallible success of the save-scumming mentality that win/lose enforces. "Succeed or reload" is boring - "succeed or fail and live with it either way" is fascinating, and makes success more meaningful.
You don't seem to understand the difference between failing and losing. It's a big deal. Figure it out.In other words, you should try to surpass challenges, but you can't fail. Sounds like a bad game to me.
That's not what I'm saying at all. But I deny that a Game Over screen is a "core feature" of gaming.You are confusing artistic pretensions and appreciation with games. You can't just make a game and say it doesn't have some core features because it's an interesting piece of art. That's idiocy.I will be perfectly content if this is a brilliant, provocative artwork with many possible outcomes; I honestly don't care whether it has fail state roadblocks or not. I know some people are only content if they have to struggle to "beat" a game by "winning" instead of "losing" ... but again, I think that mentality is very much missing the point here.
No one ever said there's nothing to lose. Your character might end up a hobo. Maybe you'll finish with Ending D when you were trying for Ending B. I'm sure many Codexers will be outraged that their character didn't end up "racist enough". There is plenty of interest to be gained and lost without "YOU DIED LOAD LAST CHECKPOINT" being necessary.The question is whether there is no challenge involved and nothing to lose considering the game as a whole.
Disappointing, dude.Nah, I think I will mantain my horizons reduced, thank you.
Last edited: