Meaningful Failure States in Modern Design
DesignComments
I would push back on the idea that losing progress is the primary driver of earned victory. The psychological principle of loss aversion often creates a negative feedback loop that leads to churn rather than satisfaction, regardless of the eventual win.
This theory misses the reality of the modern player's schedule. For someone playing in twenty minute chunks between shifts or kids' bedtime, a thirty minute walk-back to a boss isn't a challenge; it is a reason to uninstall the game.
Does the data actually support the short burst player profile for these specific AAA titles? Most high friction games still maintain huge playtime averages, suggesting the convenience trend is a design choice rather than a response to user schedules.
The corpse run mechanic in early Dark Souls proves your point about optimization. It creates a high stakes moment without deleting hours of progress, forcing the player to weigh the risk of recovery against the safety of starting over.
Since the corpse run balances risk and recovery so well, do you think a similar system could work in a narrative-driven adventure game? I wonder if losing a specific quest item instead of experience points would create a similar tension.
This is exactly why we are seeing the erosion of mastery. When you remove the threat of the corpse run, you turn a survival horror game into a walking simulator with a health bar.