Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

I agree, though in the better games (most of them, I would say) this kind of thing was a) hard to get yourself stuck in if you were making a careful play-through and/or b) not fatal, only costing you the "best" ending or some final score points.

The best games (again, I'd cite The Colonel's Bequest) had numerous game-stage dependent side-quests and optional puzzles or secrets that made for rich replay value.

Overall, I wouldn't undersell the value of the possibility of failure & the frisson it provides over a carefully guard-railed world.

There's certainly an aggressively evil way to structure games like this. The first that comes to mind is Infocom's The Hitchhiker's Guide to the Galaxy, but it's hard to escape the impression that the sadism towards the player was meant to be part of its charm.



Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: