This is really a minor thing that might cause a big improvement in how I perceive and enjoy the game.
Quests can be completed in many different ways with many different outcomes, failing, partially succeeding or fully succeed mission objectives.
Now, regardless of outcome I want to see a big 'Mission completed' or 'Task finished' on the screen after finishing a quest. So many games go with 'Succeeded' or 'Failed' instead of finished and it just is jarring the roleplay experience -- it feels like the game telling me my choices were errenous. Failing a quest makes me want to start over again. But if I do a mission without completing all (or even any) of its objectives and the game tells me the assignment has been completed, I will embrace my shortcomings and move forward.
The difference lies in feeling like V has taken a loss from a quest ('Mission Completed' - but Jackie died) vs me as the player losing at a quest ('Mission Failed' - you should have done this differently/better).
Hope I could explain the difference in a way that makes sense.
Quests can be completed in many different ways with many different outcomes, failing, partially succeeding or fully succeed mission objectives.
Now, regardless of outcome I want to see a big 'Mission completed' or 'Task finished' on the screen after finishing a quest. So many games go with 'Succeeded' or 'Failed' instead of finished and it just is jarring the roleplay experience -- it feels like the game telling me my choices were errenous. Failing a quest makes me want to start over again. But if I do a mission without completing all (or even any) of its objectives and the game tells me the assignment has been completed, I will embrace my shortcomings and move forward.
The difference lies in feeling like V has taken a loss from a quest ('Mission Completed' - but Jackie died) vs me as the player losing at a quest ('Mission Failed' - you should have done this differently/better).
Hope I could explain the difference in a way that makes sense.