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Originally Posted by MusicallyInspired
Personally, I think "it takes you out of the game" is just an excuse for "it makes you aware that you aren't the perfect gamer you think you are". From the beginning, games have always been about overcoming hurdles and challenges. That includes the ultimate challenge: complete and utter failure. When you die in an adventure game you're failing at a game that challenges you on an intellectual level (with failing to figure out the puzzle) as well as a mortal level (failing to overcome basic gaming obstacles that threaten the character's ability to progress in the game; death). Dead ends are something else entirely and I can live without it if everyone's a book-burning over it, but dying? Bring it on, please.
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I wasn't talking about death taking you out of the game. I was talking about dead ends. I don't mind deaths in adventure games (even those without retries). But I
hate dead ends. If you didn't notice a tiny group of pixels, you can't go back to look for it, even in some cases (like I mentioned with Hector episode 1) if you actually can go back to the area in question. That's not very good design in my opinion, and it's not fun.
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Originally Posted by MusicallyInspired
Retry? Yes, nobody has to click it if they don't have to. But everyone WILL just because it's there. It's possible to continue without any consequence whatsoever. Even those of us that hate it will use it because it's so available and easy. And that's PRECISELY why we hate it. At that point, the debate for us is that we've made save games precisely in perfect situations where we can continue if we die (even if we don't know death is coming). Now, technically, there's no difference between a save game and a retry button. But, again, that's exactly what we hate about it.
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But if there was an option in the menu to turn retry off in the UI, that would solve the problem of temptation. Since Telltale games started having hints, they've always had the option to turn off hints in the UI. The Walking Dead has options to turn off the Back to the Future style mission messages as well (and there has almost always been the option to turn off text names of objects, and The Walking Dead lets you turn off highlighting of clickable spots). Having the options in the menu to transparently make the game as easy or hard as you want the game to be seems like a good solution for both newcomers, those more used to LucasArts-style adventures, and Sierra veterans.
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Originally Posted by MusicallyInspired
We've earned the skill of saving games from experience in other games. It's a badge of honour to be able to overcome death when it comes, even if we didn't see it coming. Now any old Joe schmo can come along, completely fail, and be given infinite second chances without doing any work whatsoever. This reduces the skill we've refined of being wary of the gaming environment and saving to a redundancy. We might as well press retry because it's the same thing. But it's the principle of it that bugs me. Why do inexperienced players get to cheat? Yes, cheat, because half the skill of many adventure games -- minus 95% of the LucasArts catalogue -- is sensing when death might be near and saving at pivotal game moments. The retry button completely nullifies that. To me, it's like using God mode or skipping a level in an FPS game. Or using an infinite resources command in an RTS game. Or maxing out your stats and all power/level-ups in an RPG game. It's no different because it's totally subverting a main obstacle that's meant to be overcome by means that the game itself offers you. When the retry button came along, it took that challenge away, nullifying death (like Lamb said) by making it totally pointless and a mere nuisance compared to the immense foreboding shadow that hangs over your head throughout the game like it used to be.
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You can make the same argument about in-game hints, and that's not something that's likely to change in Telltale's games. And I personally don't care. I don't mind that people use them. You can turn them off in the menu, so if you don't want to see the hints you never will. If you can do the same with retries, there's really no issue.
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Originally Posted by MusicallyInspired
Does anyone on the other side of the fence see my point yet? How about this as a compromise? And I ask this to people on both sides of the fence.....limited retries? Without the option to save exactly where you want to. That's the only alternative I can come up with that makes any sense. Similar to the "continue?" countdown in arcade games. If you run out of quarters you have to start all over.
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That would cut away a large chunk of the current adventure game market who likes a more casual adventure game. I don't think the game should actively turn away that market, when they can let you control the difficulty of your game transparently. It works well for The Walking Dead, and it worked well for the Sam & Max games, Wallace & Gromit's Grand Adventures, Strong Bad, and Tales of Monkey Island in the past.
I do think that they should up the difficulty level of the puzzles though. The in game help is there for people who are more casual adventure gamers, so Telltale should take that into consideration. The highest level of help since Back to the Future has been hand-holding gamers on exactly how to solve puzzles, so there shouldn't be any problem getting casual gamers past hard puzzles that way if they want to use the highest level of hints.