Fail-States

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  • Putting an end to fail states

    by 
    Xav de Matos
    Xav de Matos
    11.09.2012

    Welcome to The Level Grind, a column hell-bent on asking questions about video game design from the gamer's perspective. This week we examine scary games, in celebration of Halloween! Linear storytelling isn't inherently a bad thing. Some of my favorite games of this generation have stories that abandon the ability to make your own choices. Half-Life 2, Dead Space, Assassin's Creed 2 are all, primarily, focused on telling a specific tale.But something has emerged out of telling specific stories that has altered my perception of lack of choice: linear gameplay.Linear gameplay builds walls in front of my enjoyment when it employs fail state situations. These issues occur most frequently when players run into the classic "Game Over" screen or booted back to a retry menu for not completing tasks exactly as the designers intended.Games like Heavy Rain and Mark of the Ninja (and others) get it right. Accomplished or failed tasks aren't requirements for progression; those outcomes branch off and create different gameplay experiences. The story changes in some cases, or the challenge scales based on these moments. We're left with a feeling that we've affected the world as a resident, rather than interrupted it as a visitor.