Posted February 20, 2021
In many (most?) video games, there are failure conditions of some sort. For example, in games where you control a character and there's combat, if the character dies, that's a failure condition. The question here is, how should the game handle it?
On one extreme, there's roguelike-style permadeath, where on death your save file is erased so you have to start all over. On the other, there's games like Celeste where you respawn instantly at the start of the room you were in (or at the last checkpoint in games where checkpoints are really common, like VVVVVV) with no penalty. And, of course, there are plenty of in between approaches.
So, how do you prefer failure states to be handled in videogames?
On one extreme, there's roguelike-style permadeath, where on death your save file is erased so you have to start all over. On the other, there's games like Celeste where you respawn instantly at the start of the room you were in (or at the last checkpoint in games where checkpoints are really common, like VVVVVV) with no penalty. And, of course, there are plenty of in between approaches.
So, how do you prefer failure states to be handled in videogames?