Let's talk canon death. If you mess up a level, or get an NPC killed, would you like the game to consider that canon, like, say, in Detroit: Become Human, or force you to replay, like in, say, Ghost of Tsushima? 1/2
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Or, more likely, does it entirely depend on our attitude to choices and consequences in narrative? Our bias, as writers, towards certain choices, or our having a success/fail approach rather than a different path approach?
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Are we offering players the wrong things, trying to catch them out and presumptuously teach them our ethics? Are we giving them the opportunity to do things we ourselves find reprehensible, only to say "Gotcha! I knew you were an asshole! Now look what you get!"
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I've made that mistake in my writing before. And I don't know about you, but that doesn't sound like a fun experience, nor one that celebrates choice.
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Decisions aren't always easy to make and the impact of those decisions isn't necessarily easy to swallow. Are we aiming for the perfect outcome? Are we thinking honestly about the character involved in the decision or the characters impacted by the decision? I don't know.
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I like the idea a lot but yeah, in practise I generally try to get the 'optimum' outcome. I think I appreciate it more in games where's there's no 'best' solution (thinking of choices you make in the Walking Dead for example)
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Given the length of some games having the idea that you can can mess up a level and not have to replay it sounds great! Making it canon sounds like a great way to increase repeatability and Twitch type viewership. 1/2
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To that end, it would be additionally great if a game gave you an intro level to determine the difficulty. In that one case I'd say give the gamer the opportunity to replay the level or manually choose the difficulty. 2/3
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I voted canon to the first, but can’t answer the second as it’s game dependent. Not all story-based games reward players adequately for living with their mistakes, or adapt to them in an interesting enough way.
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For me it entirely depends on the game, what mood I’m in, whether I’ve played the game through before etc. I always like it when deaths/fails are meaningful/canon, but I also like having the choice to go back and replay if I’m not in the mood to lose a favourite character
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Didn't vote on the first as I think it highly depends on the nature of the game and don't believe there is one I can prefer over the other without knowing more information Answered the second as I know that generally in games, I prefer to see how things play out than restart!
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Wydaje się, że ładowanie zajmuje dużo czasu.
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MCV 30 Under 30 2021