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Game design / Re: Death
« on: December 13, 2007, 04:37:58 AM »
I think that in adventure games, especially such as Space Quest, humorous deaths help take away the sting a bit. I'd say the best bet is to provide a "Retry" button, at least for deaths which aren't obvious. You could even add some more humor to the ordeal by removing this option from really obvious deaths, like drinking acid. Have the narrator say something about how you should have known better.
I find that death is also perfectly acceptable if the player knows it will be a result of the action. It's just like any game; in Super Mario, it would be ridiculous if Mario just randomly died from jumping, but they aren't going to remove the death from pits just because it's frustrating. Like everything in adventure games, make it logical and understandable.
I find that death is also perfectly acceptable if the player knows it will be a result of the action. It's just like any game; in Super Mario, it would be ridiculous if Mario just randomly died from jumping, but they aren't going to remove the death from pits just because it's frustrating. Like everything in adventure games, make it logical and understandable.