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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Canon death stresses me out when the game objective is to win, because either my own abilities don't match that of the character's and there's a disconnect, or it's a binary narrative branch and i'll choose the "nicest" option to avoid feeling bad
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Whereas i think i'd appreciate canon death in a game where the narrative & game objective don't lead to win vs lose, so like, it centers on relationships, or how a big event has ripple effects for a community
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I suspect the longer the game the more likely that someone would want to "Successfully complete the level" or "Make the Right choice"
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Yeah, as pointed out by others, I feel death should be a thematic thing rather than points... I always find it laughable when David Cage tries to build narratives where characters can die and the story continues. If their death isn't key to the story, why did they die?
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Maybe this comes down to death's meaning in the context of a game? In Chess, anyone can die except the King. That says something about monarchies and epic storytelling. Pawns/knights/queens don't matter. I don't know if that's a great message for modern narrative experiences?
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I like the idea that, say, an npc that you can get an item from to *help* with a mission/quest dies then you can't get that item to help you through the rest of the game. Its a cool action/consequence thing. Always gets me more involved in the story and characters.
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Also makes me think more about what I'm doing instead of me just half-assing my way through (skipping cutscenes, side story, etc)
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Wydaje się, że ładowanie zajmuje dużo czasu.
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MCV 30 Under 30 2021