"If the player trusts you enough, they are not going to savescum": Why the makers of some of the best RPGs on PC want you to get used to failing

7MMO

Moderator
planescape-torment-morte.jpg

When it comes to RPGs, I am an irredeemable savescummer. I admit it. I'll slam F9 at the drop of a hat (perhaps the hat was dropped as a result of a failed dexterity roll. Unacceptable. Reload).

So when I recently found myself reloading a Divinity 2 save for the umpteenth time in a single session, I started to wonder - in a genre that's supposedly about storytelling first and foremost, why am I viewing botched persuasion checks as something to be studiously avoided? And why is it that I feel totally different about making a horrible mess of things in tabletop roleplaying games?

After all, some of my fondest memories of real-life roleplaying are moments of extravagant failure: sometimes of the bathetic stepping-on-a-rake-instead-of-slaying-the-necromancer variety, and sometimes of the much more grounded, human, and affecting type.

It all got me thinking: how do RPG developers think about player failure? Would they recognise the distinction between digital and tabletop that I'm describing? And can they convince a savescummer like me to renounce my ways?

Read more

Continue reading...
 

Online statistics

Members online
0
Guests online
24
Total visitors
24

Forum statistics

Threads
4,708
Messages
4,708
Members
5
Latest member
lotterysambad
Back
Top