We Can't Lose: Confronting the Unfailable

Pixels or Death's Adam Harshberger writes:

"I am not writing this with the intention of it becoming another “g4mez are 2 E-Z, mang. make ‘em harder cuz newbz suck and i need new challang” piece. What concerns me about the industry’s new perspective on death is just how meaningless it can make dying, or “mission failure” feel. Why does it matter if I die if I just get another chance? Failing to rescue your character’s wife doesn’t mean heartbreak or sadness and saving the king doesn’t mean the difference between a rich kingdom and a poor one – it just means you have to try again. And in a way, that’s comforting. It’s the exact opposite of life; you can always reload, always reset – but I find myself plagued by the thought that all these second chances make failure or death into things without any consequences; and that then lessens the meaning of the game itself."

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patrickwlindsey3099d ago

Haven't gotten around to picking up Dungeons of Dredmor yet, but I'm looking forward to it. It's oft-discussed punishing difficulty both intrigues and frightens me.