Here's a game design question: do you design failure to be a result of player choice (Mass Effect 2 Suicide Mission deaths) inevitable (Thessia, but envision is done better) or both?
Both. The thing with leaving failure completely up to the player's actions is that when they learn to move around it they generally do, which might be fine, the mere fact that failure MIGHT be possible is enough in most instances but sometimes there's not much you can do. Thessia just sucked. But take Hawke's goal to restore his/her family to their estate and be happy and successful and stuff, that didn't fail because of anything they did or did not do, the fabric that goal was built on dissolved. It was just a shitty situation. And that could be allowed to happen because while Hawke was IMPORTANT s/he or he was not INTEGRAL like the Warden or the Inquisitor. They could not fail, could not be allowed to fail or really bad **** would happen. Which gives them that (what I consider to be) Sue-ness quality that I find so tiresome.
It's like the more your hero is required to save the world the less human they're allowed to be.





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