tag:blogger.com,1999:blog-270723342797172859.post3079333948843653945..comments2023-11-17T00:28:24.168-08:00Comments on The Rotted Rose: An alternative to reloadingNemoremhttp://www.blogger.com/profile/13935785631488525747noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-270723342797172859.post-76214920862928874532016-07-14T00:30:23.389-07:002016-07-14T00:30:23.389-07:00michael kors uk
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What I'm talking about is an occasional point where this can happen. So it wouldn't be a replacement for reloading, exactly, but it would help reduce the number of reloads - especially since these "set piece" encounters would probably be the most difficult in the game.<br /><br />You're right that communicating that failure is an option would be a challenge for combat encounters. Many players, myself included, don't wait for the death screen to pop up, and start reloading as soon as the situation seems to be unrecoverable. Those players could potentially get very frustrated if the encounter is difficult, or just miss out on an alternative path.Nemoremhttps://www.blogger.com/profile/13935785631488525747noreply@blogger.comtag:blogger.com,1999:blog-270723342797172859.post-29368199445133760022011-04-08T06:03:41.738-07:002011-04-08T06:03:41.738-07:00There is a problem with incorporating a decent &qu...There is a problem with incorporating a decent "fail path" into a cRPG: it takes too much time! ;) In PnP, the DM has the opportunity to work with a player's failure "on the fly" and turn it into something "good" ... something that can add to the drama and pace of the overall story. When trying to deal with the same thing in a cRPG, it usually either comes across as a simple failure or contrived. i.e. It would raise the question, "Can I actually win in this situation or was I supposed to fail just to advance the story?" Of course, if the builder has coded for both paths, then great, but accounting for every potential failure is impossible.<br /><br />I think the best solution is good planning / story writing that does manage to account for most player actions, but in some situations, the player is going to be manipulated to get the most out of a "failed" event. Having treasures that can be found or not, that can affect the game are good accountable degrees of "failure", as is coding for poor player management of their resources. This kind of failure is then arbitrarily applied and the player can see that they could have done better if only ...<br /><br />But is losing a battle (or a castle) really failure? Is the game over? Not really. In other words, it depends on how you define "failure". In my opinion, you have not failed the game unless you lose the entire party in a combat and there is nobody left to continue the story. In this case, the reload option is unavoidable. However, everyone "fails" when the story ends, because there is no other place to go or game to reload into. And we can only blame that on the writer ... but they need a break now and then. ;)Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-270723342797172859.post-91862197644741665832011-04-08T06:02:37.681-07:002011-04-08T06:02:37.681-07:00This comment has been removed by the author.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-270723342797172859.post-58447949079845108672011-04-07T18:37:39.618-07:002011-04-07T18:37:39.618-07:00Good call, Tiberius. I'd forgotten about that ...Good call, Tiberius. I'd forgotten about that part of IWD2.<br /><br />I probably should have mentioned some of the cases where it *has* been tried. It's not my own brand-spanking new idea. For example, I seem to recall quests in the IE games where you were supposed to be disguised, and if you blew your cover, you had to fight everyone. As I recall, the one in the drow city of BG2 was pretty easy to fail.<br /><br />Gothic 2 also has a page in your journal titled Failed Quests. Not sure how easy it is to fail quests in that game.Nemoremhttps://www.blogger.com/profile/13935785631488525747noreply@blogger.comtag:blogger.com,1999:blog-270723342797172859.post-17117820994283874602011-04-07T18:25:45.817-07:002011-04-07T18:25:45.817-07:00That would be cool - almost cool enough to get bus...That would be cool - almost cool enough to get busy on another mod... but not quite.<br /><br />Actually, IWD2 did this a bit at the climax of the first act with the battle at the Shaengarn Bridge. You were sent there to keep the enemy from destroying the bridge, but that was actually a non-trivial objective, as you had to weed through the enemies - and stay alive - before the ogres bashed through the posts. Afterwards, the game gave different rationales for heading to the goblin fortress depending on whether you succeeded or not.Tiberius209https://www.blogger.com/profile/06479022857581915075noreply@blogger.com