@Tiwill44: When a game is not deviously engineered to exploit our fallibility, but rather to promote the virtues of the medium, it also ends up being radically different. There's always gonna be cheaty crits, Tiwill.
@Tiwill44: It is adapting to those unfair circumstances, and working around character limitations to achieve our goals what makes it worthwhile, Tiwill.
Adhering to such tenets is never a guarantee that a game would be fun and enjoyable, or even good. However, I don't think fun and enjoyment have any bearing on the redeemability of a video game.
Surely you can manage to derive fun and enjoyment from the act of repeatedly pulling on the lever of a slot machine, but you wouldn't characterize the experience as worthwhile, just because it makes you feel good.
"Is it fun?" That's not as important as: "how is it fun?" Bethesda Game Studios, as well as their contemporaries, haven't given up on substance because they are lazy, they have abandoned it because it is unprofitable.
@Tiwill44: I think the failure state would be the development of a character that's incapable of overcoming the challenge/s of the game by whatever means are available to them, Tiwill.
@Tiwill44: Let me ask you something, Tiwill. What is the value of the player in the context of an unfailable task? Thoughtful constraints are, paradoxically as it might seem, about freedom. The freedom to fail.
@sebb: Ah, but that's precisely wherein value lies, Seb. What is the point of autonomy otherwise? It is the desire to adapt to circumstances and operate within the constraints of arbitrary limitations that makes games worth playing. đšī¸đ
@Mamba219: Your typical slash and loot dungeon crawler with the sanctioned and much loved classless approach, Mamba. Basically whatever there can be done to ensure an experience that's virtually incapable of antagonizing incompetence, and is therefore worthless.
@thecupidstunts: 'Member when Diablo '96 came out for the PlayStation and took fifteen (15) memory card slots, Cupid? It was the whole memory card. đ¤
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