|
|
|
|
|
by zerocrates
3580 days ago
|
|
Others have mentioned that LucasArts games in general avoided deaths and failstates, but just frequent death wasn't the real issue with the Sierra model in my mind. An immediate "Game Over" is not a huge deal, you just lose progress back to your last save (or less in today's checkpointed and autosaved games). It's like choosing the path with the deadly spiked pit in a choose-your-own-adventure book, and just flipping back to go the other way. 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. |
|
> The much bigger problem comes when you can make the game unwinnable, but not actually lose right away
Yeah, that sort of thing instilled a life-long habit of constantly saving my progress and having saves that go back many hours. I specifically blame King's Quest II for that. There was a bridge that you could only cross a handful of times and then it collapsed. If it collapsed too early in the game, you are screwed and need a save prior to crossing it unnecessarily.