Forced Repetion and Allowed Failure.
Posted: Mon Jun 19, 2006 10:55 am
As someone mentioned above (sorry I'm not sure who) if we take the Fallout 2 route to open-ended gameplay then the player can 'fail' things.
Actually I prefer the idea of no concrete successes or failures - only temporary victories or defeats (except for death, but thats a whole other issue which I may go into later). This allows the naturally flowing development of a story by linking the consequences of these victories and failures into the larger world.
This has the interesting effect that in certain places it can be better to lose or fail in a task you have been set if the design of the scenario has negative long term effects.
Personally, while I would like to see an interesting and developing plot, if it can react or develop despite failure on my part then I will be much happier than if it required me to redo the "magical reset".
I honestly think thats what killed San Andraes for me. So many nice ideas in that game, but one of the missions has you fly a plane out to stop the hitmen from landing. I'm utterly awful at flying so naturally I failed. The hitmen landed. Only my failure meant nothing. They weren't on their way to kill the mafia king and I couldn't try and make up for my mistake. Instead the story forced me to redo something until I got it "right".
I stopped playing.
In short: I would rather put up with the consequences of my actions than be forced to play the story in the exact same manner as everyone else. That, to me, is the true nature of open-ended gameplay.
Actually I prefer the idea of no concrete successes or failures - only temporary victories or defeats (except for death, but thats a whole other issue which I may go into later). This allows the naturally flowing development of a story by linking the consequences of these victories and failures into the larger world.
This has the interesting effect that in certain places it can be better to lose or fail in a task you have been set if the design of the scenario has negative long term effects.
Personally, while I would like to see an interesting and developing plot, if it can react or develop despite failure on my part then I will be much happier than if it required me to redo the "magical reset".
I honestly think thats what killed San Andraes for me. So many nice ideas in that game, but one of the missions has you fly a plane out to stop the hitmen from landing. I'm utterly awful at flying so naturally I failed. The hitmen landed. Only my failure meant nothing. They weren't on their way to kill the mafia king and I couldn't try and make up for my mistake. Instead the story forced me to redo something until I got it "right".
I stopped playing.
In short: I would rather put up with the consequences of my actions than be forced to play the story in the exact same manner as everyone else. That, to me, is the true nature of open-ended gameplay.