Zanzoken
Arcane
- Joined
- Dec 16, 2014
- Messages
- 3,618
I like this mechanic for strategy or tactical games (like XCOM or JA2 as OP mentioned) where you control a lot of units. I would probably encourage this through mission design. Make a mission that's extremely difficult to get a perfect clear, but rewards partial success. Or come up with a narrative device where some troops have to be sacrificed in order to complete the mission. As a player you need a reason to press forward through the adverse setback, instead of just reloading a prior save.
However in single-player games like M&B and Outward, both of which I've played a lot of, I find this to be more of an annoyance than anything. It's a total negative that results in nothing except grinding to get back to where you were before being captured. You have to be really committed to ironman style play to not just reload and save yourself the effort.
However in single-player games like M&B and Outward, both of which I've played a lot of, I find this to be more of an annoyance than anything. It's a total negative that results in nothing except grinding to get back to where you were before being captured. You have to be really committed to ironman style play to not just reload and save yourself the effort.