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Old 04-27-2008, 04:30 PM   #7
JohnGreenArt
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Well, if you think about it in the abstract, what is "death" in an adventure game? It's just a consequence for a wrong choice. Do something wrong and you cannot proceed. That actually doesn't even have to involve your character dying. If you have a scenario where a player can get locked in a room and there's no way out without the key that they chose not to pick up when they had the chance, then they're just as "dead" as if they chose to jump out of the plane without strapping on the parachute first. It's an event that ends the game. Sometimes these scenarios can be avoided (ie, have the character say "I should find a key or something to prop open the door with first" or "Jump out of a plane without a parachute? Are you crazy?") but automatically that kinda lessens the gameplay because it force feeds them hints at what they should do. A player should be able to make the wrong decision, but the consequence shouldn't be something that gives a GAME OVER screen.
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