Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Of course it's best to have games like this designed like from conception.
Of course it's best to have games like this designed like from conception.
These kinds of games might be a favorite gender of mine. /reference
These kinds of games might be a favorite gender of mine. /reference
And that's not even getting into the fact it would require double the resources for CGs.
And that's not even getting into the fact it would require double the resources for CGs.