I remember a puzzle game; before google and the internet when you relied on the gamer magazine to publish help.
You are in an ally way and there is washing on a line blocking your progress.
You look for alternative routes to avoid the washing.
You talk to the person who has hung out the washing, no she will not take it in until it is dry.
I gave up.
The solution? Build a time machine, go back in time and release a butterfly that through causality created a rainy day on the day you wanted to use the ally and so no washing on the line. Simple.....
I put the "game" in the bin.
So no we do not need "old school" mechanics thank you
I remember a puzzle game; before google and the internet when you relied on the gamer magazine to publish help.
You are in an ally way and there is washing on a line blocking your progress.
You look for alternative routes to avoid the washing.
You talk to the person who has hung out the washing, no she will not take it in until it is dry.
I gave up.
The solution? Build a time machine, go back in time and release a butterfly that through causality created a rainy day on the day you wanted to use the ally and so no washing on the line. Simple.....
I put the "game" in the bin.
So no we do not need "old school" mechanics thank you
Depends on the game, really... MMOs cannot have failure conditions embedded in them, how'd you implement them?
As you cannot reload a save, or rollback state... what'd you propose? Losing gold? Experience? Items? Permanent dead? Having to do a quest ro revive?
If you fail a quest scenario: do you ever lose access to that quest ever? You die?
Even in SP games where you can reload a save and retry... is that really a failure condition?
Not even Dark Souls (which is one of the games that was normally touted as a "hard game") has a failure condition... you, the player, cannot lose in Dark Souls: it doesn't have a losing condition. You die twice and lose your souls? No problem, just grind a bit to get back to where your were before. You were cursed? No problem, yeah you'll have less HP for a bit, but again grind some souls and buy an item that reverses your curse, or pay the NPCs that cures you.
Failure conditions make sense for single player games, mostly. In MMOs at the most you could implement quest failure conditions that have consequences in the world, but the deepest you wanna go with that the harder it gets to implement as the branching conditions that could potentially rise from that leads to a combinatoric explosion for any but the simplest of quests... and then you also have to contend with the rest of the players around that also have to be taken into account maybe for some of the conditions.
bulbousb16_ESO wrote: »This game is too easy, but that is how the current generation expects things. They can't fail in SCHOOL these days, never mind a video game. .
navystylz_ESO wrote: »I think you went far into left field with this one. Failure can be as simple as not progressing in the content. No one said it had to be permanent. Which, of course, if you can't succeed means you will never progress in that content which is about as permanent as it can be until you do.
Some of you forum goers have a strange idea what challenge means.
navystylz_ESO wrote: »I think you went far into left field with this one. Failure can be as simple as not progressing in the content. No one said it had to be permanent. Which, of course, if you can't succeed means you will never progress in that content which is about as permanent as it can be until you do.
Some of you forum goers have a strange idea what challenge means.
What you do mean "left field"? I don't understand that phrase (not a native speaker here, that may be why...)
I was responding to the OP's post about "failure" and "no risk"... and that implies the existence of some kind of failure conditions embedded in the game that would allow players to fail... my entire point is that it makes no sense.
You can ask about more engaging combat or better designed encounters though... but "failure" in that context would just mean you die and retry it until you learn how to "solve" it, so is not really "failure" in my mind.
BTW: The game used to be like that in the past, way way in the past... there were many people that loved that, and many that hated it... perhaps the reason it was changed is that the "hated" population was greater than the "loved" population? I cannot say.
Sylvermynx wrote: »
From google: "Out of left field" is American slang meaning "unexpected", "odd" or "strange". The phrase came from baseball terminology, referring to a play in which the ball is thrown from the area covered by the left fielder to either home plate or first base, surprising the runner.
So it's someone saying wow, where did you ever get THAT idea from, generally.
Sylvermynx wrote: »
From google: "Out of left field" is American slang meaning "unexpected", "odd" or "strange". The phrase came from baseball terminology, referring to a play in which the ball is thrown from the area covered by the left fielder to either home plate or first base, surprising the runner.
So it's someone saying wow, where did you ever get THAT idea from, generally.
Ah gotcha, Thank you!You learn something new everyday, as they say
navystylz_ESO wrote: »Depends on the game, really... MMOs cannot have failure conditions embedded in them, how'd you implement them?
As you cannot reload a save, or rollback state... what'd you propose? Losing gold? Experience? Items? Permanent dead? Having to do a quest ro revive?
If you fail a quest scenario: do you ever lose access to that quest ever? You die?
Even in SP games where you can reload a save and retry... is that really a failure condition?
Not even Dark Souls (which is one of the games that was normally touted as a "hard game") has a failure condition... you, the player, cannot lose in Dark Souls: it doesn't have a losing condition. You die twice and lose your souls? No problem, just grind a bit to get back to where your were before. You were cursed? No problem, yeah you'll have less HP for a bit, but again grind some souls and buy an item that reverses your curse, or pay the NPCs that cures you.
Failure conditions make sense for single player games, mostly. In MMOs at the most you could implement quest failure conditions that have consequences in the world, but the deepest you wanna go with that the harder it gets to implement as the branching conditions that could potentially rise from that leads to a combinatoric explosion for any but the simplest of quests... and then you also have to contend with the rest of the players around that also have to be taken into account maybe for some of the conditions.
I think you went far into left field with this one. Failure can be as simple as not progressing in the content. No one said it had to be permanent. Which, of course, if you can't succeed means you will never progress in that content which is about as permanent as it can be until you do.
Some of you forum goers have a strange idea what challenge means.
There's some quests that are um fun. Like spent 2 days on this shealth quests. I couldn't figure out what I was doing wrong. I even googled it. Turns out need to use cat as distraction go figure.
It wasn't hard and clearly most people got it right away, but it was rewarding experience.