Sacred_Fantasy wrote...
Failure has no value if the chance of failure is not reasonable explained either through gameplay mechanics or narrative. Failure has no value if the consequences of such failure meant little to move the plot forward. Failure has no value if players reload their saves to find a better solution.
Winning reward you with the sense of accomplishment. Failure, on the other hand, yield the sense of disappointment.
In any case, games shouldn't grant you instant victory. They shouldn't grant you instant failure either. Like I said, If I want to tolerate failure then show me why such faliure is worth my time of hours playing the game. I would like to see how this impossible odds can be reasonable and satisfactory explained in my game.
The chance of failure is always reasonably explained in any narrative. Its an important part of the premise. If theres no chance for failure whats the point of trying so hard to reach your goals? Failure shouldnt something forced upon you but something you try to avoid by making good decisions and advancing your goal.
Winning doesnt reward me with any accomplishment if I cant fail. If winning is granted automatically then whats the point of trying to win so hard? Failure yields disappointment only if you fail. If you win despite the chance of failing theres real accomplishment.
Sacred_Fantasy wrote...
In DAO, I knew my warden would succed eventually. So I played the game time after time.
In
DA 2, Hawke's failure in almost every major plot is untolerateble. I
didn't completed the game on several ocassions. The only reason I manage
to complete the game is because I would like to understand why Hawke
is such a failure. I never get the answer and it's not fun. So the game
ended in dustbin. There goes my $60... in dustbin.
So you just play games to get to the end? Isnt that kind of pointless? You only enjoy the last minutes of the game. Getting to the end of a game is always a disappointment for me. Playing the game is whats fun. But even if you only enjoy the endings wouldnt it be better if it wasnt taken for granted that you always reach the ending? Challenge is good. If its not so easy to reach your goals the reward is bigger.
Sacred_Fantasy wrote...
1. It's a single player game. There is no such thing as "anyone can
succed" in my game. There is only me playing my game in my own way.
2.
There is no other characters beside my own that can succed ( except for
Anders in DA 2 ). If there is any other characters, then those
character better be the protagonist.
3. Hawke's failure at every oppurtunity in DA 2 doesn't makes success more meaningful.
1. There are others. Every one of my other characters. All of them always succeed no matter how I play.
2. That makes no sense. There are other characters that succeed in their goals besides the PC.
3. Hawke's failures made his story much more interesting. I cant recall much failures though. Its boring being invincible. Not automatically succeeding in every turn makes a story so much more interesting.
Sacred_Fantasy wrote...
Exploration serve different purpose. It make sense there are some places
that are too far to explore. Winning a game isn't about discovering new
plot and feeling the vastness of game world . It's about completing a
mission as intended. It's what drives you to progress to the end.
Knowing you will loose eventually is poor reason to play the game.
Therefore, failure to reach your end objective is not a favorable
option.
Winning a game is about reaching your goals, yes, but that shouldnt be automatic. A good goal drives a character to do things but why should that goal always be reached with no hardships? Failure shouldnt be mandatory but the chance should always be looming in the background if youre not good at doing things to further your goal.





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