Playing Past Your Mistakes
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In the manual for Elder Scrolls 2, Bethesda encouraged players to avoid reloading a save game after making mistakes. So why should gamers follow this advice, and how can designers help them play past their screw ups?
Sources
The Illusion of Intelligence | Bungie
Find out more
Metal Gear Solid V’s Failure Spectrum | Tom Francis
[ZIP] Fault Tolerance – from Intentionality to Improvisation | Clint Hocking
Darkest Dungeon: A Design Postmortem | GDC Vault
GD Column 17: Water Finds a Crack | Designer Notes
Games shown in this episode (in order of appearance)
Splinter Cell: Blacklist (Ubisoft Toronto, 2013)
Valkyria Chronicles (Sega, 2008)
Darkest Dungeon (Red Hook Studios, 2016)
Hitman (iO Interactive, 2016)
Into the Breach (Subset Games, 2018)
Assassin’s Creed: Origins (Ubisoft Montreal, 2017)
Dishonored: Death of the Outsider (Arkane Studios, 2017)
The Elder Scrolls II: Daggerfall (Bethesda Softworks, 1996)
Far Cry 2 (Ubisoft Montreal, 2008)
The Legend of Zelda: Breath of the Wild (Nintendo, 2017)
Gunpoint (Suspicious Developments, 2013)
XCOM 2 (Firaxis, 2016)
Invisible, Inc. (Klei Entertainment, 2015)
Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015)
Metal Gear Solid V: Ground Zeroes (Kojima Productions, 2014)
Marvel’s Spider-Man (Insomniac Games, 2018)
Call of Duty: WWII (Sledgehammer Games, 2017)
The Last of Us (Naughty Dog, 2013)
Mark of the Ninja (Klei Entertainment, 2012)
Middle-earth: Shadow of War (Monolith Productions, 2017)
Pyre (Supergiant Games, 2017)
The Long Dark (Hinterland Studio, 2014)
Dead Rising 2 (Capcom Vancouver, 2010)
Dark Souls (From Software, 2011)
Heat Signature (Suspicious Developments, 2017)
Music used in this episode is by Chris Zabriskie
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Originally posted by UCqJ-Xo29CKyLTjn6z2XwYAw on 2018-09-11 17:06:26