All Content
Blogs
Forums
News
Tutorials
Log In
Sign Up
Login
Username / Email
Password
Remember me
Forgot password?
Login
or
Don't have a GameDev.net account?
Sign up
Forgot your password?
Email Address
Reset Password
Please contact us if you have any trouble resetting your password.
Home
Blogs
Forums
News
Portfolios
Projects
Tutorials
18
users logged in
Proud partner of GDC 2025
New?
Learn about game development
.
Before posting, review our
community guidelines
.
Support GameDev.net with a monthly
GDNet+ subscription
!
Follow Us
Chat in the
GameDev.net Discord!
Back to Game Design and Theory
Advertisement
Is failure an option?
Game Design and Theory
Game Design
Started by
Eigen
January 22, 2010 11:44 AM
19
comments, last by
mrchrismnh
15 years ago
Prev
1
2
3
(current)
mrchrismnh
82
January 29, 2010 08:36 PM
It was an option in Dead Rising and I think it worked great.
"It's like naming him Asskicker Monstertrucktits O'Ninja" -Khaiy
Cancel
Save
Prev
1
2
3
(current)
This topic is closed to new replies.
Advertisement
Popular Topics
C++ pointers that are released upon going out of scope
General and Gameplay Programming
Another better idea than GTA (change my mind)
Game Design and Theory
computer malfunction in visual studio 1&0 != 0!!!
General and Gameplay Programming
click and drag sprite
For Beginners
How to Resolve This Normal Issue?
Graphics and GPU Programming
"using namespace" support?
AngelCode
Advertisement
Recommended Tutorials
Timing Pitfalls and Solutions
General and Gameplay Programming
Heapsort
General and Gameplay Programming
Loading Bitmap Files into DirectDraw
Graphics and GPU Programming
Learning From The 3000 "Classics"
Game Design and Theory
Java Game Programming Part I: The Basics
General and Gameplay Programming
Advertisement
Reticulating splines
About GameDev.net
Community Guidelines
Terms of Service
Privacy Policy
Contact Us
Copyright (c) 1999-2025 GameDev.net, LLC
Back to Top