Ahem. On to more...topical things. Going back a little ways...
edisnooM wrote...
All in all though I've always disliked being forced to fail, unless it really worked well in the story.
Forced failure in games is one of the trickiest, thorniest, most complicated things a game designer can attempt. It's
almost entirely counter to everything we know about how to handle player skill. This is the thorny barb which underlies the suckage of Kai Leng, fuels the vociferous faction who never accepted Aeris' death, consistently annoys people in even such classics as
Half-Life and
Deus Ex by forcing their capture and stripping their weapons away in the late stages of the game.
To qualify as a "game", under the (apparent) consensus definition, the player must have
agency above all. Forced failure is inherently a violation of that agency. The circumstances where it can be successfully employed are somewhere between few and none, depending on your views on the importance of player skill. If it
is employed, I believe it must both serve a very direct conceptual purpose and be placed in a context where its lessons can be interalized without subsequent contradiction. The infamous "would you kindly" scene in
Bioshock, for example, meets the former criteria but not the latter; the remaining third of the game
still consists of running around with a voice in your ear doing someone else's errands (and the entirely-too-traditional boss fight at the end merely cemented the problem).
Compare to the handling of failure of, say,
Dark Souls (drink!) or
One Chance (which I'm pretty sure I've referenced before). DS' mechanics are so fundamentally based upon player skill that it is entirely possible to win the game, without dying, at level one (with a
very particular exception - several of you already know what I mean). OC, however bleak, however unyielding in its refusal to allow replays, still has a (bittersweet!) path which is at least a technical "win", and relies on the metatextual comparison between players to tease out its decision sequence (which is astonishing in its simplicity, but in context is oh so very hard to follow).
The very worst way to use forced failure is at the end. Not only is there no time to internalize the lesson within the scope of the game, it makes the result of the game so tarnished that the player is convinced not of whatever "lesson" is to be "learned", but that
the game itself was not worth playing, since the result is worse than when the player began.
So I'm clear: I'm not against tradeoffs. I'm not against having to prioritize one thing over another. I'm not against the "win" state being difficult (even nigh-impossible) to achieve. But despite any attempt at an artistic statement (not even in quotes, ie totally genuine) towards the inevitability of loss, the only thing the player takes away from an ending which burns the whole game to the ground is the taste of ashes and regret.