Original Post
Usually when devs dont want player to abuse save/load they enforce ironman mode, or entice the player with some positive bonuses for not saving. As a player i prefer getting bonuses for not saving, rather than receiving penalties for saving. But !
What if you want to make a game, any game whatsoever, where combat is involved, and you really want for player to lose some battles. Not that the battles are scripted for player to lose, any given battle is winnable, but rather that winning or losing a battle will direct the story in different directions. Say, if you win you continue on your quest towards some goal, but if you lose you fall into servitude to someone, things like that. You want the player to experience the feel and consequences of losing, but more than that, you want players to see other sides of the storyline. If everyone will just reload and bruteforce through the battle - that will never happen !
How would you suggest to the player that losing might have its merits, storywise ?
What if you want to make a game, any game whatsoever, where combat is involved, and you really want for player to lose some battles. Not that the battles are scripted for player to lose, any given battle is winnable, but rather that winning or losing a battle will direct the story in different directions. Say, if you win you continue on your quest towards some goal, but if you lose you fall into servitude to someone, things like that. You want the player to experience the feel and consequences of losing, but more than that, you want players to see other sides of the storyline. If everyone will just reload and bruteforce through the battle - that will never happen !
How would you suggest to the player that losing might have its merits, storywise ?