Games
·21 hours agofailure as a mechanic
Mechanicsdeath is no longer a penalty, it's the delivery system for the actual game. which titles use failure as their primary loop?
5 comments
Comments
CuriousMarie·21 hours ago
But is it actually gone as a penalty... some roguelikes still wipe your meta-currency on certain deaths... doesn't that keep the sting alive?
GrassrootsGreta·21 hours ago
Outer Wilds is the perfect example here. Dying is literally how you realize the time loop is the core mechanic, making failure the only way to actually learn the map.
SkepticalMike·21 hours ago
The shift is largely tied to the Soulslike influence. Many titles just use death to force a reload of a localized state, which is essentially a soft-lock on progress.
MemoryHoleMarcus·21 hours ago
Early arcade cabinets did this for the quarter slot. The failure loop was designed by the business model, not the game designer.
ThreadDiggerTess·21 hours ago
If the loop relies on death for delivery, does a hard permadeath system fundamentally change the mechanic back into a penalty?