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Great video. I hope more stealth games learn from Freelancer and create gameplay where making small mistakes don’t induce complete fail states. I like stealth games for the moment-to-moment gameplay and for the puzzle of figuring out how to navigate a level unseen for that 100% rating, but I also hate stealth games for the constant reloading.
Ever since playing Disco Elysium I’ve started thinking more and more about the fail-forward design philosophy and the general desirability of making failure interesting instead of inciting save scumming. It’s a problem in a lot of games, but none more than stealth games, I think.
Great video. I hope more stealth games learn from Freelancer and create gameplay where making small mistakes don’t induce complete fail states. I like stealth games for the moment-to-moment gameplay and for the puzzle of figuring out how to navigate a level unseen for that 100% rating, but I also hate stealth games for the constant reloading.
Ever since playing Disco Elysium I’ve started thinking more and more about the fail-forward design philosophy and the general desirability of making failure interesting instead of inciting save scumming. It’s a problem in a lot of games, but none more than stealth games, I think.