Scott Martin over at Gnome Stew posted yesterday about failure in tabletop roleplaying games. Or rather, the alternatives to simple failure. There’s any number of reasons why players of an RPG might fail: bad die rolls, bad choices, or simple failure to turn the right direction at an intersection. But often, failure is a bad thing for everyone.
Character failure isn’t always a bad thing– if you step back from your character’s eyes and think of the game as a story, you might even root for your character’s failure at times. Failure can show adversity…, create sympathy…, feel right…, provide material for character introspection, and more. But when you get to the climax of the story, it sucks when the dice come up ones and you’re just a sidekick and someone else laps up the glory.
This is a problem in tabletop RPGs and in digital games. Does the game master or developer/game engine just allow the Total Party Kill, even if the fate of the world is at stake? If the player misses her chance to find a vital clue, is she out of luck? Martin lists an array of possibilities, and they’re equally applicable to digital games as to tabletop RPGs. I’ll discuss how digital games can deal with failure after the break.
Continue reading Alternatives to Failure →