Posted May 31, 2016
high rated
Here is one type of situation, one that can be called "dead man walking", that comes up in some video games (including many Sierra classics). Consider the following sequence of events:
1. There's an item obtainable early in the game, but for whatever reason you don't obtain that item.
2, At some point, something happens and there's no way to go back and get the item.
3. Later in the game, you reach a point where that item is required to progress.
Hence, after 2, the game is now unwinnable, and that doesn't become apparent until 3. Therefore, you can waste many hours playing through the game and not realize that you have already made the game unwinnable.
Do you think this is good game design? Or do you think developers should go out of their way to prevent this sort of thing from happening?
Also, do any of the many recent indie point-and-clicks that have appeared on this site have "dead man walking" situations?
1. There's an item obtainable early in the game, but for whatever reason you don't obtain that item.
2, At some point, something happens and there's no way to go back and get the item.
3. Later in the game, you reach a point where that item is required to progress.
Hence, after 2, the game is now unwinnable, and that doesn't become apparent until 3. Therefore, you can waste many hours playing through the game and not realize that you have already made the game unwinnable.
Do you think this is good game design? Or do you think developers should go out of their way to prevent this sort of thing from happening?
Also, do any of the many recent indie point-and-clicks that have appeared on this site have "dead man walking" situations?