I’m not bemoaning games getting more casual or wishing we were still feeding change to arcade cabinets with bottomless stomachs. So, death is a setback, a minor inconvenience, and there’s nothing wrong with that. There are some exceptions, like Tales of Maj’Eyal, which can take a dozen or more hours to beat. That’s not even to mention the meta-progression in modern roguelikes, which have you racking up permanent upgrades or new characters and such even from failed runs. Same goes for FTL, Rogue Legacy, and so on. Dying in Spelunky isn’t much fun but you rarely lose much more than thirty-or-so minutes of progress, less if you die early. Death doesn’t have much sting if it’s closely followed by a refilled health bar, a pat on the back, and a ‘better luck next time, kid.’ This isn’t just a quirk of modern checkpoint systems and autosaves, even roguelikes are much the same. You might rail at a punishing encounter or an unfair boss fight but, for most games, failure is just a prelude to trying again.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |