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by shmerl 3584 days ago
> 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.

Yeah, I'd consider it a design flaw of the game, if it would reach a dead end that way. A better solution would be to turn mistakes in consequences of the story itself. I.e. not mechanically being stuck on something, but the plot taking a different turn, environment changing in different fashion and so on. I.e. reactivity of the game should reflect those choices and mistakes in more organic fashion. Even better, the game could provide alternative solutions to problems, allowing to work around previous missteps even at later stages (but may be requiring more effort and time).