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Thread 713525281

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Anonymous No.713525281 [Report] >>713528989 >>713529150
How to make video games fun again
One life, no saves. Death = game erased
>Brings adrenaline and excitement
>Choices and behavior identical as if being in a real life situation
>Fear
>Exploration feels like an true adventure
Anonymous No.713526562 [Report]
Sounds boring as hell
>Choices and behavior identical as if being in a real life situation
Exactly, are you out adventuring living an exciting and adrenaline filled life right now? No you're posting gay threads on an imageboard
Anonymous No.713526786 [Report]
Have you considered just playing good games? If you need to do all that extra shit to trick yourself into thinking its fun, chances are its fucking boring
Anonymous No.713528563 [Report] >>713528901
You're retarded. Permadeath can be a sound mechanic (see: roguelikes), but it doesn't work in a vacuum. There's the obvious point that extreme randomization and challenging starts means at no point you have to retread the same familiar content even when you have to restart, but additionally
>roguelikes tend to be highly simulation-esque (enemies play by the same rules as the player, etc) and non-modal (there isn't e.g. "cutscene mode" in which things happen outside of player control): certainly, as a genre they are infamous for having hundreds or thousands of ways of dying, but there are no gotchas like entering an area triggering a cutscene in which player character finds himself surrounded and deaths even in novel situations tend to feel justified by player error
>building on above, simulation-focus/complexity also means they are strong on emergent narrative potential, and deaths can be narratively satisfying, as well as memorable learning experiences that teach you how to play: this means dying is part of what makes the game fun
>roguelikes tend to focus on using tools at your disposal to maximum effect rather than sheer statistical strength: there isn't a perverse incentive to grind for power to the point that you can't fail - in fact it's often counterproductive because you can slip up in the process of grinding itself
Anonymous No.713528901 [Report]
>>713528563
Now, I have done ironman challenge runs in games completely and utterly unsuited for it, like Pathfinder: Wrath of the Righteous on the highest Unfair difficulty (I can manage in 60 hours but completionist first-timer playthrough would be 200 hours - implying extreme amount of wasted time on failure, there are skill checks with no indication of serious consequences that are party wipe on failure - you just have to know, enemies 1-shotting characters, with no way to avoid the hit if they roll 20 - degenerate cheese tactics and builds required you have to know in advance), but that's as a flex on my thorough mastery over every nuance of the game, it's outright undoable for a first-timer, and frankly it's not a fun challenge in terms of moment-to-moment gameplay or otherwise: merely super-conservative play while going through a prepared checklist of potential dangers.

Most games are like that. Permadeath encourages you to play in a boring way in which you cannot possibly fail or be challenged, to utilize out-of-game resources instead of risking exploration, etc, etc. Which shouldn't be surprising, because they aren't designed around permadeath like e.g. roguelikes are. And that's putting aside other problems that arise from not having saves, like getting hardstuck due to some bug, etc.
Anonymous No.713528989 [Report]
>>713525281 (OP)
I'm sorry anon, but people have different definitions of fun than you and your definition is shit-ass.
Anonymous No.713529150 [Report]
>>713525281 (OP)
Next thing you'll call fun is killing yourself in real life if you die in the game