I'm pretty sure almost everyone here has probably come up with this idea before.Manji187 said:-snip-
Ala the awful True Crime: Streets of LA?Manji187 said:What if failure were a choice/ possibility (blasphemy I know) and would open up a new story arch, like a branching path. My point is, failure does not have to mean death (and a retry)..nor does it have to be without choice.
First thing that popped in my mind when I read the OP.zauxz said:Well this reminded me of one part in Deus Ex.
Your brothers apartment is under attack, but he is sick and tells you to run. From there you can:
1. stay with him and defend the home ( very hard to do)
2. Flee
3. Or fail. You simply get captured and thrown to prison.
There are a few such cases, as the replies show, but not that many. Why? Because it can easily turn a good story into a ridiculous or at least a distasteful one. It's too risky.Has anybody seen examples of this in gaming?
..and the player not itching to retry of his own motion. That's exactly how I envisioned the whole thing. I'm glad somebody understandsFurburt said:I would like to see a game that it's entirely possible to fail at but the game just keeps going regardless rather than saying 'Retry?'
Mmm that would be very cool. I had a PS1 game which I forget the name of...a space fighter pilot thing, where you could continue if you lost a battle, and the game would be altered.Furburt said:I think there's a certain way to play ArmA II that results in you losing the war completely, and the communists taking power completely. But it's not really considered a 'bad ending' for some reason.
I would like to see a game that it's entirely possible to fail at but the game just keeps going regardless rather than saying 'Retry?'
That sounds awesome!Duck Sandwich said:Alien Front Online (Dreamcast) also had this feature. The game's campaign mode had branching sets of missions. For every 3 missions that you beat, you gained access to 2 different paths - one that went higher on the campaign tree, and one that went lower (if you failed or died on any of the 3 missions, you would only get the lower path). The higher you ended up on the campaign tree at the end, the better the ending you got.
Yes, it was possible to die in every mission you played and get an ending, it would just be a "mankind is completely screwed, have a nice day" (or "the army just completely rocked your shit" if you played as the Aliens) You could also retry missions, so you wouldn't have to play the whole game over again if you wanted to see a different ending.
WARNING! SPOILER!achilleas.k said:First thing that popped in my mind when I read the OP.zauxz said:Well this reminded me of one part in Deus Ex.
Your brothers apartment is under attack, but he is sick and tells you to run. From there you can:
1. stay with him and defend the home ( very hard to do)
2. Flee
3. Or fail. You simply get captured and thrown to prison.
I'm such a fanboy for that game!!! I know, fanboys bad but I don't care.
Well the truth is this part doesn't really change the whole story, just a midsection and not by as much as, I believe, the OP would expect. But it's still a step in the right direction. Also there's another point where you're "scripted" to get caught, but you can:
- Surrender as soon as they say they're trying to catch you
- Kill the person who's trying to arrest you and run
- Go down fighting
Eventually you WILL get caught because they just overwhelm you with assault bots, but the fact is there's about 30 mins of gameplay between the first point where you can surrender and the point where they overwhelm you. Plus, in that extra game time you can take down a main character which changes a future encounter.
... and the reason I'm a fanboy is because almost no other game has done this since then and it's almost been 10 years! Instead of moving on beyond choices like that we just went back to full linearity like nothing happened.
That's game over.Fire Daemon said:In Fallout you can fail to get the water chip in under 300 days and your vault dies but I'm pretty sure that you can still go on playing. They patched that though I think.
Not necessarily. Bioware does this with conversations. I'm pretty sure you only experience around 60% (or even less) of the available conversations in each playthrough in most Bioware games. They didn't think of the cost of recording all that when most players may never see/hear it all. It's not the same, but I can think of ways around designing a large area that will probably go unused, like you're suggesting.Reuq said:That would be great, if your Escape helicopter got shot down then you just had to make your way to another place and so on. However the game would be much larger than anybody would ever see, so it would be a very expensive and usless exercise.
quoted for truth...Reuq said:That would be great, if your Escape helicopter got shot down then you just had to make your way to another place and so on. However the game would be much larger than anybody would ever see, so it would be a very expensive and usless exercise.