The game over screen brings up the feeling of consequences for failure, investing a vague idea of "your life is at stake". This happens a bit more in games where saving anytime is disabled. For example, in GTA, people often run like hell once the police have taken out half their HP, knowing (before IV) that dying will make them lose all their guns and current mission state.ButtonedDownParadox said:Wait wait wait...so text popping up saying, "You are dead! Retry/Quit" would be less likely to break immersion?Katana314 said:Prince of Persia's failure-avoidal systems completely broke my immersion.
But that's a reoccurring thing for MGS. It's more for comedy.spacepope22 said:When the game reminds you that you are playing a game. Example: Metal Gear Solid 1, when Ocelot warns you not to use a auto-fire controller.
I wasn't talking about the games crashing, I was stating how I believe them to be so far against the idea of immersion that they took it out to the field in the back with a crowbar in hand.theultimateend said:The best part is that everytime you bring up the issue to Bethesda it is your systems fault. Even if you are on a console.
Bethesda games are bitter sweet.
In theory they are so fucking good. But in practice they crash more frequently than Courtney Love.
For me every physics based trap in Fallout 3 seems so arbitrary. They never swing at enough force to hurt me, and usually end up just swinging at the air and then stopping.feather240 said:A bandit in oblivion was running from me and set off a flail trap. He started bouncing around the room and when he finally stopped his limbs were distorted and he was just floating there like a puppet. Immersion breaking? Yes. Awesome? Yes.
You could easily create another sequel off a game ending that way.coldshadow said:why doesn't this temple have any dam gaurds!Evil Tim said:Sure they would, the next game starts with 'Oh shit, someone's let the big bad out again.' There's no reason it had to be you, in the same game you just went through hell and high water to seal him away in.coldshadow said:but then they wouldnt be able to milt the franchise more
But you just so happen to basically have Silver Surfer as a sidekick and she doesn't want you to die. Not so much the case in either of those other two games you mentioned.Katana314 said:The game over screen brings up the feeling of consequences for failure, investing a vague idea of "your life is at stake". This happens a bit more in games where saving anytime is disabled. For example, in GTA, people often run like hell once the police have taken out half their HP, knowing (before IV) that dying will make them lose all their guns and current mission state.ButtonedDownParadox said:Wait wait wait...so text popping up saying, "You are dead! Retry/Quit" would be less likely to break immersion?Katana314 said:Prince of Persia's failure-avoidal systems completely broke my immersion.
The guy doing the blog "Living in Oblivion" tried to take things a step further in immersion by A. Avoiding quests and trying to make a legitimate job for himself, and B. Deciding that he would never ever use saves to retry: If he dies, he is dead forever and he'll end the blog.