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TopicLet's discuss game design traits that we either LOVE or HATE
Solioxrz362
07/10/18 11:32:41 PM
#31:


MZero11 posted...
Hate: Force lose battles
Pointless. What's the point of a battle that's impossible to win? Just make a cutscene

Hate: When you wreck a boss and after the battle he's fine and destroys you anyway
Why did I even fight that battle? I accomplished nothing

Hate: Fake choices
"Will you do it?"
"No."
"Come on please?"
"No."
"Come on please?"
"No."
"Come on please?"
"No."
"Come on please?"

Ok fine why did you even give me the option to say no >_>

these are all good examples of things that are simply extraneous. However, I will argue that force lose battles can be used to good effect sometimes. They plant the image in your head that a certain enemy is way too powerful for you to beat, so when you do beat them later on, it's super awesome and you feel like you've really become stronger. It's more effective than a cutscene because in a force lose battle you actively take part in failing and you know that all of your best strategies simply aren't good enough.

They're totally awful sometimes but definitely usable.
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