Quote:Original post by TechnoGoth
Survial Horror game:
A player arrives at a tough boss, and doesn't have enough ammo and health packs to win. Does this mean the designer didn't give them enough? Made the boss to hard? or is the player fault for waisting their resources?
Design flaw.
Firstly, there should be more than one way to kill the boss.
If there is not, you should give the player the ammo he needs. You don't have to do this in an obvious way: ammo crates dotted around the boss's chamber are an obvious SOD-killer. An easy option is make like Doom or Quake and suppose there are other people fighting the same enemies as you. If you enter an area where the player must have a certain weapon or a certain amount of ammo to succeed, put a dead guy with the required equipment near the entrance, but only if the player doesn't have enough ammo.
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RTS game:
Your opponent has destroyed all your resource gathering units, and your ability to make more.
Depends upon player experience.
At early levels, it should be assumed that the player isn't yet quite skilled enough to manage his units, and in particular won't automatically recognise when he becomes unable to win the game.
There are a number of possible resolutions to this. You could cripple the enemy AI so that it won't destroy all your resource gathering units. You could airlift in new units if you get into a no-win situation. You could make the resource gathering unit constructors invincible.
Of course, later on in the game, it would be expected that the player has come to understand how to manage his resources, by gradually disabling features like those listed above. Then, if the player gets into an unwinnable situation, it is almost certainly the player's fault.
In an RTS game, yet another option is to allow the player to get into an unwinnable situation, but allow the player to lose a battle but win the war. Perhaps you'd suffer a hit to your prestige, which would effect the units you could have and the missions you could take on. If you have a string of failures, which should only be possible if the player is totally useless, then you'll be demoted out of the army/navy/starfleet/whatever.
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Adventure/RPG
You need to get aboard the alien mothership, but you blew up the transporter bad, don't have the brains or charm to talk your way past the guards at the shuttle pad, you decided to use your favor with the trade guild for 30% discount at all their stores instead of taking the personal shuttle, and you decided to turn in your friend the smuggler captain earlier on for the juice bounty on his head. Is that the desingers fault for allowing you eliminate all possible roads to the shuttle? Or the players fault for closing them all with out realizing it at the time.
If getting aboard the ship is the only way to progress the game, and you can't possibly get aboard the ship, it's a design flaw.
But, suppose you go away and work on some side-quests for a while. When you get back, the transporter pad has been fixed. That would happen, right? Or you could go to your local Intellectician and get smartfaced on intelligence-enhancing drugs, so you could get past the guards. Or you get some sleeping gas to get past the guards. Or you stroll down to the smuggler's bar and recruit another captain. Or you do another favor for the trade guild (or some other guild) and get the shuttle this time.
The keynote here is realism. You don't have to make the Finger Of God reach down and rub out the guards, but there's no reason you can't make it possible to acquire the things you need to best any puzzle.
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Failure case.
There player chooses a team to go on a mission and during the mission loose a critcal team member that they needed to complete the mission. They have failed the mission and lost part of their team. The game isn't over but they've still failed at something.
If they can still complete the game as a whole, that's fine.
I think something that people forget is that, in the real world, for every hero who defeats an army with brawn, wit and intelligence, there are many thousands who get shot in the head at the first checkpoint.
In a computer game, you want to be playing that hero. And the only reason that hero actually wins is that he has extraordinary luck. No amount of skill, no amount of strength, no amount of wisdom will grant a single man victory over an entire race of brutal killing machines (c.f. Doom or Quake). It's 99.99% luck.
Lots of people complain about games being unrealistic. The chances of there being guns, ammo and medkits in every crate, cabinet and dark corner. But if you're a hero that is realistic. The reason the player finds a rocket launcher just before fighting an enemy that can only be killed with a rocket launcher is that the player is incredibly lucky. After all, I've played through Doom, Quake, Half Life, Max Payne, Soldier of Fortune -- and I was lucky enough never to receive a headshot. In fact, in all but a few games, I was lucky enough that even when I did get shot it wasn't usually in a way that impaired my physical abilities.