Quote:Original post by swiftcoderQuote:Original post by bakanoodleTetris is challenging because you are trying to avoid 'death' (the playing area filling up), world navigation is challenging because you have to avoid certain situations that risk death, and character modification is challenging in that it affects your ability to avoid death.
Challenges and the difficulty of a game can become more grey instead of just a black and white, 'do-or-die' situation. Puzzles, World navigation, character modifications are all examples of challenges that don't necessarily need to involve death.Quote:One of the things we must overcome is what we define as a challenge. Do we really need death in order for a game to be perceived as challenging?Most games quantify player progress in the form of resources - be it gold earned, stats/levels, or just time. Challenge is synonymous with Risk, and the player can only risk resources - challenge then is allowing the player to be deprived of resources, a mechanic commonly called 'death'.
The most common challenge in games today is the avoidance of death. While this works for many games, this does not mean that we cannot think beyond this.
We can of course call it something other than death, and disguise it however we choose, but the core Risk/Reward mechanic remains.
I think the point he was getting at wasn't simply the act of disguising death, a very common thing, eg. in racing games. What I think he was referring to is games where you don't fail (die, loose, whatever), but instead just don't succeed. Take a puzzle game without a time limit, you can never fail. You only lose when you give up. This is not a disguising death - it is chosen by the user. So no, I don't think that a game is dependant upon a death/failure mechanic.
*Edit: fixed spelling :(