The basic premise in virtually all games is that you are the protagonist and you can?t really fail. Sure you can die (no more health), but then you just retry until the credits roll. With enough practice and experience through trial and error you will eventually come out on top. Failure though is entirely your fault. You didn?t complete some objective properly or you didn?t do it within a set time limit or you got killed by a QTE (slow reflexes, your problem) or you killed someone you were not supposed to kill (why the friggin possibility of killing them?) or , and this one is pretty annoying, you failed because you had to according to the script.
See my point? Looking at games like this, they?re all pretty linear. Succes->succes->succes->failure->retry or?success->succes->succes->scripted failure (->success..and so on).
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.
Has anybody seen examples of this in gaming? Does it have potential? Why (not)? How would you implement it? Discuss!
See my point? Looking at games like this, they?re all pretty linear. Succes->succes->succes->failure->retry or?success->succes->succes->scripted failure (->success..and so on).
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.
Has anybody seen examples of this in gaming? Does it have potential? Why (not)? How would you implement it? Discuss!