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<blockquote data-quote="Umbran" data-source="post: 7447994" data-attributes="member: 177"><p>With respect, I don't get at all what you are saying here.</p><p></p><p>In Dread, success is not inevitable. Neither is failure. In that, I'm deviating form your OP, which posits that we consider that success is inevitable.</p><p></p><p>In Dread, the inevitable thing is the fall of the tower. Death happens when the tower falls. Death does not postpone the fall - the player does not say, "rather than pull this last brick, I will choose to die instead". The player may choose to die, rather than pull, but they knock over the tower in the process. The tower falls, the character dies. The tower is reset, and the game continues. The suspense is in how long the inevitable can be delayed, and on who the hammer will fall.</p><p></p><p>And, if death itself is not considered a price, then perhaps our priorities are a tad askew, hm?</p></blockquote><p></p>
[QUOTE="Umbran, post: 7447994, member: 177"] With respect, I don't get at all what you are saying here. In Dread, success is not inevitable. Neither is failure. In that, I'm deviating form your OP, which posits that we consider that success is inevitable. In Dread, the inevitable thing is the fall of the tower. Death happens when the tower falls. Death does not postpone the fall - the player does not say, "rather than pull this last brick, I will choose to die instead". The player may choose to die, rather than pull, but they knock over the tower in the process. The tower falls, the character dies. The tower is reset, and the game continues. The suspense is in how long the inevitable can be delayed, and on who the hammer will fall. And, if death itself is not considered a price, then perhaps our priorities are a tad askew, hm? [/QUOTE]
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