The "General Games Chat" forum, which includes Retro Game Reviews, has been archived and is now read-only. You cannot post here or create a new thread or review on this forum.
Dying, the idea behind this is that when something goes wrong and you die you pretend it never happened and you start again. But the problem is it did happen and although you pretend it never happened you still remember. Do you remember those fighting fantasy books by Ian Livingston (Who is consequently in the gaming industry) and you would make a decision and turn to the page where the consequences of your choice is played out. Now if you are playing one particular book several times you soon discover page 34 will make you die painfully. So when it says turn to page 34 or 35 you remember not to go to page 34.
So this is where a realism problem comes in because if you play Tomb Raider and you fall into a hidden pit of spikes next time round you’ll remember it is there and know to jump over it. This is not very realistic now is it so what can be done to work round this problem?
Developers could remove the reason why you died (Except bosses) so if its not they’re not there your memory will have no effect on the game. Or developers could move the trap or bad guy to another area next time you try. But then this can make games too easy.
Which begs the question should realism be a factor in games?
Here’s to the future
Dringo
SonicRav
And anyway i wrote that.
Dringo