We can revisit the law in 10 years

  • purpleworm [none/use name]@hexbear.net
    link
    fedilink
    English
    arrow-up
    13
    ·
    edit-2
    4 days ago

    I think you have a good point here and this substantiates many of the cases you’re complaining about, but I think you’re still viewing the issue a little narrowly. Letting the player interact and having that interaction be meaningful is not the same as having the player character win if they Git Gud. The point is to express things and the issue with poorly done forced losses is that they don’t express very much besides “ludo-narrative dissonance” or something. Failing to achieve one’s desired outcome despite doing everything as well as they could have is still a valid concept and a meaningful idea that can be used well in a story, the issue is that most games just don’t do that.

    • robot_dog_with_gun [they/them]@hexbear.net
      link
      fedilink
      English
      arrow-up
      10
      ·
      4 days ago

      Failing to achieve one’s desired outcome despite doing everything as well as they could have is still a valid concept and a meaningful idea that can be used well in a story,

      TNG: Peak Performance