We need to get back to allowing players to fail quests and break their save through common sense mistakes and player agency.
The "gamey" trend of protecting the player from bad or conscious decisions has degraded the gaming experience and immersion for years now.
Given that a player can die and have to reload a save I should be allowed to fail a quest perhaps by mistake or unintended consequences and equally resort to a prior save - IF I WANT TO.
Restore consequences, freedom and player agency. Alllow bad things to happen. Real stakes.
If I choose to fail a dialog roll or decide an NPC annoys me and I shoot them in a diner and fail all their missions or content then LET ME. If it turns out I don't like the consequences I can reload a save. No different than dying. Or changing my build.
We need a world that doesn't feel like a puppet show. No unkillable NPCs. No script blocking actions that otherwise would make sense (e.g. auto locking doors for scripting battles etc).
Let the world be itself.
Let the world breathe.
Let the player feel regrets. Its not a game without that.
Thank you!
The "gamey" trend of protecting the player from bad or conscious decisions has degraded the gaming experience and immersion for years now.
Given that a player can die and have to reload a save I should be allowed to fail a quest perhaps by mistake or unintended consequences and equally resort to a prior save - IF I WANT TO.
Restore consequences, freedom and player agency. Alllow bad things to happen. Real stakes.
If I choose to fail a dialog roll or decide an NPC annoys me and I shoot them in a diner and fail all their missions or content then LET ME. If it turns out I don't like the consequences I can reload a save. No different than dying. Or changing my build.
We need a world that doesn't feel like a puppet show. No unkillable NPCs. No script blocking actions that otherwise would make sense (e.g. auto locking doors for scripting battles etc).
Let the world be itself.
Let the world breathe.
Let the player feel regrets. Its not a game without that.
Thank you!


