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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="The Crimson Binome" data-source="post: 7768431" data-attributes="member: 6775031"><p>If you know that your character could easily die through no fault of your own, then that probably contributes to not caring about the character. But if you know that you can't die no matter what, then that leads to much the same place, because you're protected from the worst consequences of your actions. (And forcing the character to stay alive, while everything they care about is destroyed, often just feels contrived and hokey.)</p><p></p><p>Ideally, the game should exist such that smart play has a very high survival rate, but bad things can still happen if you make too many foolish mistakes. In the moment when you're about to die, you should be able to look back and see what you could have done differently. It's a difficult balance to achieve.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7768431, member: 6775031"] If you know that your character could easily die through no fault of your own, then that probably contributes to not caring about the character. But if you know that you can't die no matter what, then that leads to much the same place, because you're protected from the worst consequences of your actions. (And forcing the character to stay alive, while everything they care about is destroyed, often just feels contrived and hokey.) Ideally, the game should exist such that smart play has a very high survival rate, but bad things can still happen if you make too many foolish mistakes. In the moment when you're about to die, you should be able to look back and see what you could have done differently. It's a difficult balance to achieve. [/QUOTE]
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