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Showing results for tags 'success rates'.
I've been thinking about this for a while. It's one of the many things I think have been lost over the last two decades: The ability to fail and continue the game. Now, for the main quest this is obviously the end. But in a content rich environment it should be perfectly OK to have the player easily fail their tasks and yes, have doors close on them. One of the major problems with games lacking challenge these days is that a player failing a quest or questline can end up seriously disadvantaged. So you often see that quests are fairly basic, lacking complexity or challenge. It's eas