So your idea for people who hate retry is to just not hit the retry button? You guys keep rambling on about how the save/restore function was indicative of bad game design as if it was irrefutable fact, but it's not. It's not the universal opinion. Why does our opinion not matter?
Originally Posted by Datadog
I think people seem to forget how frustrating "save early, save often" really was. I admit, I do feel some nostalgia for the save/restore style, but those rose-colored glasses only seem to apply to games I've played as a kid, when repetition really didn't mean anything to me.
If you really believe that then your perfect game wouldn't have any deaths at all. None of this changes the fact that it removes the challenge from the game. Period. The added function of "retry" completely changes the dynamic of the game. There's no consequence for anything you do anymore which was the whole point
of deaths in the first place. Why have deaths if they're not a consequence? Just remove them. Of course, then it wouldn't be King's Quest. Either way it's a shallow and empty experience.
This is why I think King's Quest should have just stayed dead.
"Retry" doesn't really change the game's difficulty, it just removes the frustration factor (much like the invention of the "skip" button for cut-scenes.)
Yes it does change the game's difficulty. It completely nullifies any consequence for failure. ANY
consequence. Where's the difficulty if there is no consequence? The puzzles? We all know Telltale's puzzles are dirt easy. And it's nothing like the skip button for cutscenes, unless the game is nothing but cutscenes (...I keep thinking back to BTTF).
Sigh...it might as well be accepted that Telltale are eventually going to just go their own tried and true method. They'll probably just implement easy puzzles and retry deaths. Which is a no buy for me.