|
|
|
|
|
by shmerl
3583 days ago
|
|
> One could wish that Roberta’s ambivalence about killing her new female heroine at every possible juncture had led her to consider the wisdom of indulging in all that indiscriminate player-killing at all It's interesting, how in comparison in Loom[1], there are practically no such deaths at all. The most that can happen - you'll get stuck with progress and will have to return to previous areas to finish what you missed. King's Quests on the other hand are infamous for brutal deaths caused by all kind of mistakes, like failing to feed hungry chicken in time. [1]. https://en.wikipedia.org/wiki/Loom_(video_game) |
|
The much bigger problem comes when you can make the game unwinnable, but not actually lose right away (well, you've lost, you just don't know it yet). You merrily continue on for hours until much later you realize (if you do realize) that your mistake those many hours ago doomed you, and you need to go all the way back to a save from before then. Killing the player character right away (or at least soon) would be a much more merciful outcome than letting them blindly proceed down a path to nowhere.
I assume the dual intent of such dead ends were to make things seem more "realistic," as real-world errors are often permanent and aren't always immediately apparent, and also to extend the playtime.
Sudden brutal deaths are still a staple of many games and genres (even the new "modernized" King's Quest), but the silently-unwinnable state has happily fallen more or less totally out of fashion.