1 Name: Anonymous 2024-05-25 21:59
4 That hanachirasu game sounds pretty interesting in that regard. making the choice deliberate on the player to pursue revenge is something that could really only be explored as a game. And that is I think where the core of this feeling of not being able to fail in games being kinda shitty stems. Why play a game where all the outcomes are predetermined?Yes, there is something satisfying about accomplishing a challenge, games like souls/eldenring/sekiro have that mechanical progression the player goes through, in this case having bad ends might be a bad move, but maybe not? The soul games specifically have this idea of undeath and loops, so being dragged to some pit you have to crawl out of and a gauntlet you have to pass to return to where you were could work, but most people would probably find that annoying. Then again the mechanical progression is undercut by the leveling systems and the op loot drops found through exploring so why not have death literally be a power up. Those who die the most in such games and just want to see it can by dieing enough to be strong enough to win, without skill. Those who want to flex would need to prove their worth with no death runs.
Also exploring a world and learning a story piece by piece can be fun in and of itself, but then why bother with a failure state at allThis. Exploration/adventure/story games don't really benefit from fail states. It's actually the opposite, these games benefit the most when they have few or no game over states like op was getting at with visual novels, instead continuing into a state reflective of the player's actions and decisions.
thank nippon that VNs still have them a lot of the time.