Posted November 22, 2020
Suppose we have a game where, by design, you can only save in certain spots, but those spots are quite frequent. (Thinking something like Super Meat Boy or Celeste in terms of save pacing; no save mid-level/room, but each level/room is extremely short, with most taking less than a minute.) Then let's suppose there's a situation where you can get softlocked, stuck with no way out other than quitting the game and reloading (in particular, death is not an option, as there's nothing that can kill you). Would you consider this bad design?
Alternatively, we can look at games where saving isn't quite as frequent, and there I am actually aware of a couple; one in Bard's Tale 1 where it's used as a trap (though it may be possible to escape, in some versions), and one in Dragon Quest/Warrior 1 (where accepting the final boss's offer to join him will intentionally softlock the game; note that this was changed in remakes of said game). How do you feel about the situation here?
A related topic is the anti-softlock. In this situation, you can't continue the level, and while there is a way to die, you actually have to either wait or work in order to do so. How do you feel about this sort of thing? (This mechanic I first saw in Mario Maker troll levels, but I've personally encountered it in a couple troll ROM hacks.) Or, taking that Bard's Tale 1 example, in at least one version that trap takes you back to the start of the level and prevents you from moving; I think that if you try to move forward enough times, the game will eventually let you. (Alternatively, you could just wait for a random encounter or use intra-party combat to try and get a party wipe.)
Alternatively, we can look at games where saving isn't quite as frequent, and there I am actually aware of a couple; one in Bard's Tale 1 where it's used as a trap (though it may be possible to escape, in some versions), and one in Dragon Quest/Warrior 1 (where accepting the final boss's offer to join him will intentionally softlock the game; note that this was changed in remakes of said game). How do you feel about the situation here?
A related topic is the anti-softlock. In this situation, you can't continue the level, and while there is a way to die, you actually have to either wait or work in order to do so. How do you feel about this sort of thing? (This mechanic I first saw in Mario Maker troll levels, but I've personally encountered it in a couple troll ROM hacks.) Or, taking that Bard's Tale 1 example, in at least one version that trap takes you back to the start of the level and prevents you from moving; I think that if you try to move forward enough times, the game will eventually let you. (Alternatively, you could just wait for a random encounter or use intra-party combat to try and get a party wipe.)