Time-wasting respawns/progress loss seems like a very blunt tool with which to motivate the player to keep playing. It’s some 1988 arcade coin-op shit that we really ought to leave in the past.
Time-wasting respawns/progress loss seems like a very blunt tool with which to motivate the player to keep playing.
Tried playing a game of tennis with my friends. 0, 15, 30, 40, Point. Then if you’re two scores ahead the game resets. Wtf! Why did the game reset? I was 30-40 and now I’m back to 0? I should be allowed to keep my 30 into the next game.
Now I’m being induced into playing more tennis! I hate this.
And tennis has so few maps! Almost everywhere I go is concrete. Very luck to find a clay court anywhere. You need to buy the DLC to find grass, and only if you’re really lucky.
Its repetitive. Its exhausting. The rules barely make sense. And the match-making is completely fucked. I’m either playing people I trounce or getting my ass handed to me almost every time I go to a court.
I think I’m going to try and pick up chess instead. Does anyone know how I can upgrade my pawns to queens, though?
It’s not quite the same though, souls still keeps the items you dropped, its just up to you to retrieve them.
You can’t claim you climbed a mountain, if each time you fell you just resumed from where you lost grip. Falling and reclimbing with renewed tenacity means that when you finally conquer the mountain, the view is all the more sweeter for the huge experience you’ve gained along the way.
I think soulslikes are appealing to a certain type of player. Personally I love Dark Souls it’s my favorite game.
But I like playing with stakes. I remember stumbling around in the forest, down to my last scrap of health, with no more heals, desperately trying to reach the next bonfire. That for me is fun. Is it frustrating to lose your progress? Sure. But the only “penalty” is you have to try again or change your approach and try something else. And really, is being forced to replay a section inherently punishing? If the game itself is fun, you should still be having fun fighting and exploring even if you aren’t progressing.
It can be the only way to punish people in certain games.
If there’s no punishment for failure, there’s no reason to respect any dangers the game presents.
In Minecraft, what should happen if you walk north for an hour and die? If you respawn with your inventory, why not just do that again and die as a quick way to get back? Why even bother with equipment or food at that point? Suddenly, half the game mechanics have lost their meaning, and there’s a lot less to do for the player.
I know OP is joking (at least I hope he is), but it reminded me of this thread about Soulslikes:
https://old.reddit.com/r/truegaming/comments/oc1w7g/separating_difficulty_from_drudgery_or_why/
Time-wasting respawns/progress loss seems like a very blunt tool with which to motivate the player to keep playing. It’s some 1988 arcade coin-op shit that we really ought to leave in the past.
Tried playing a game of tennis with my friends. 0, 15, 30, 40, Point. Then if you’re two scores ahead the game resets. Wtf! Why did the game reset? I was 30-40 and now I’m back to 0? I should be allowed to keep my 30 into the next game.
Now I’m being induced into playing more tennis! I hate this.
And tennis has so few maps! Almost everywhere I go is concrete. Very luck to find a clay court anywhere. You need to buy the DLC to find grass, and only if you’re really lucky.
Its repetitive. Its exhausting. The rules barely make sense. And the match-making is completely fucked. I’m either playing people I trounce or getting my ass handed to me almost every time I go to a court.
I think I’m going to try and pick up chess instead. Does anyone know how I can upgrade my pawns to queens, though?
So your claim is souls likes are more like tennis than say, Fortnite is.
It’s not quite the same though, souls still keeps the items you dropped, its just up to you to retrieve them.
You can’t claim you climbed a mountain, if each time you fell you just resumed from where you lost grip. Falling and reclimbing with renewed tenacity means that when you finally conquer the mountain, the view is all the more sweeter for the huge experience you’ve gained along the way.
Well, good thing games are better than real life. Or they would be worthless.
Sure you can; it’s called redpointing.
I’m not inviting you to any parties, but you can join my DnD group
Thanks. My preference is intersectional second ed. I don’t mind conflict as long as it’s not derived from lazy racist tropes.
I think soulslikes are appealing to a certain type of player. Personally I love Dark Souls it’s my favorite game.
But I like playing with stakes. I remember stumbling around in the forest, down to my last scrap of health, with no more heals, desperately trying to reach the next bonfire. That for me is fun. Is it frustrating to lose your progress? Sure. But the only “penalty” is you have to try again or change your approach and try something else. And really, is being forced to replay a section inherently punishing? If the game itself is fun, you should still be having fun fighting and exploring even if you aren’t progressing.
It can be the only way to punish people in certain games.
If there’s no punishment for failure, there’s no reason to respect any dangers the game presents.
In Minecraft, what should happen if you walk north for an hour and die? If you respawn with your inventory, why not just do that again and die as a quick way to get back? Why even bother with equipment or food at that point? Suddenly, half the game mechanics have lost their meaning, and there’s a lot less to do for the player.
If the punishment for failure is wasting time, then I’m just going to play something else.
Games are supposed to be enjoyable.