Selasa, 31 Mei 2022

Succeeding backwards

One of the advantages of board games over computer games is that a board game (without the use of an app) cannot hide its game. Because you control the mechanics of the game , you will always really see what is going on. And so it was interesting to see that Roll Player Adventures not only often uses "fail forward" mechanics when the story continues at least when you fail a battle or a skill test, or you can even get additional rewards by case of failure; it also has what I would call the "reverse success" mechanic if you lose progress if you perform exceptionally well in battles.

For example, at the end of quest 10 (the penultimate quest of the company) you will have to fight with a fairly strong monster. The "normal" result of a fight is to win it, but only after 2 or 3 rounds of fighting. In this case, the story continues. If you suffer a defeat, the story will also continue, but you will get additional feature bonuses and a larger battle block limit. But if you kill this monster immediately, your dice limit and bonus game limit will be reduced. In other words, if you're too weak, you'll win, but if you're too strong, the game will weaken you.

From a game design point of view, the interest of such a game mechanic is clear: this fight is a test to know if one is too weak, fair or too strong for the next adventure, with the consequence of try to fix the situation until a certain point. indicate. just enough to fully enjoy the ending. However, some of the "successful recoil" isn't what usually happens in games. Many games don't even have a failure mechanism. If you can't defeat Margaret in Elden Ring at the level you're at, the game expects you to go back and level up a bit until you can defeat her. But the Elden Ring certainly doesn't stop you from completely increasing the content .

The usual mechanics of video games are that you are rewarded for success and punished for failure. The obvious problem with this mechanic is that it can snowball if the game has a business that has no chance of catching up. I've played a few games that were a series of tactical battles with only one main campaign and no additional side battles or random battles. If your units in such a game receive "veteran status" and other survival rewards, and dead units have to be replaced with expensive and inexperienced troops, it's easy to see how a good start will make the game more easy every time, and no luck or a mistake made at the start of the game could lead to a situation where the game is practically a win-win in the future.

Losing your progress for being too strong is something that many players will find unacceptable. So perhaps the best solution a good master would apply to Dungeons & Dragons: if your players are extraordinarily strong, make your enemies stronger than originally thought; If your players have created a lot of "fun" characters for roleplaying, but not very good in combat, this weakens the enemies. However, some attempts to do this in computer games are oversimplified when enemies are simply scaled down with your level so much that leveling up becomes meaningless. And some like to grind at the start of the game to break the rest.

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