• @mindbleach
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    137 months ago

    if you lose an encounter, you are simply pushed back and can re-enter the fight seamlessly.

    we simply reset the player to their last “safe” position.

    … those are deaths. That’s what dying means, in a video game. You made a game with infinite continues, constant checkpoints, and buttery-soft failure states. Getting to re-do the fight still means having to re-do the fight.

    A hard game where you can’t really die would be like if Dark Souls made you a ghost instead of kicking you back to a bonfire. Failure turns into a practice mode. You could keep fighting, and tank limitless amounts of damage, but not activate anything new. You’d still have to reset to the last checkpoint where you were properly alive, then re-do the fight you just got live-fire practice in, all the way through.

    A hard game where you literally cannot die would be like if Dark Souls had ways to disable or puzzle out enemies instead of making everything about health bars. Baiting or shoving mobs off a bridge, fighting bosses who can undo your progress, that sort of thing.

    A simple hard game where you literally cannot die would be like if Dark Souls skipped your health bar but let enemies heal. They can’t possibly kill you. But you can’t kill them either, if you suck. Mashing buttons just means spending a lot of time flat on your ass, watching the bad guys chug potions and laugh.

    • @[email protected]
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      7 months ago

      This decade will be known as the decade when lots of words were designed to mean something else for no good reason. They just redefined death in a game here without changing any of the mechanics that happens on death in a computer game. :)

      I think humans are getting stupider, honestly.