Fast Jimmy wrote...
I don't see entertainment as escapism. I see it as entertainment.
I know. But some people do. And this kind of feature will be, shall we say...
poorly received by anyone who does.
If a game/movie/book has a sad moment in it, you don't say "Sadness? This is fiction - I don't want sadness!" Instead (if done properly), sadness in fiction can be a wonderful story telling tool. It can make us realize how strong our connections with characters are.
This isn't sadness. This is about mockery, being taken advantage of, and frustration. I'm not saying that these types of experiences shouldn't be in a game. But your analogy doesn't work, because one can view sadness differently than, say, powerlessness and being taken advantage of.
Escapism entertainment is like Barney the Dinosaur - so lacking in any real substance because its nothing but happy, happy, happy.
Or it can be like Star Wars: IV.
denying any type of content because it can be disappointing, difficult or a hardship from any type of entertainment is not the answer, I don't think. Again, it would need to be used with caution, but I think banning it entirely is perhaps overkill.
Not if you don't like it, any more than not making a game an FPS is an affront if you don't like FPSs.
And what if, as I stated in my original post, there was the option where sometimes a quest goes bad, sometimes it goes fine? That a flag can randomly be put on it to determine if it would have negative consequences or not?
So I
randomly get screwed? Not only have you kept the frustration of the original quest, but now you've made every quest less an enjoyable experience and more an "will I get screwed
now?" experience, which I know is exactly what you want, but my point is that this very experience is not fun for some.
Think like the original Diablo's quests. Sometimes when you went in, you ran into The Butcher and had a corresponding quest. Other times, you ran into devilkin who had stolen the Inn Sign. In the system I am suggesting though, instead you would always be offered all the quests, but sometimes it would have the good outcome, sometimes it would have the bad. That way, each time you play the game could be a different combination of experiences.
I haven't played Diablo, so I can't comment. But there's nothign fun about making success a RNG, to me. YMMV.