Tuesday, July 30, 2013

Negative feedback

From now on, I'll also start using this blog to write short entries that will serve as reminder / brainstorm of areas to explore in Dungeon of Greed.

Negative feedback is bad. But what about anti-negative feedback (not sure this is what we call positive feedback, so I'll use another term)? What if, the more you lost, the stronger you became (instead of the opposite, that leads you to a perpetual death)?

This has the obvious benefit of making sure you will never get stuck anywhere - you could theoretically lose as many times as necessary to be sure you got past the blocking point.
The downside to this is that it can be gamed in an un-fun way: just die repeatedly until you're strong enough to breathe through the game.

A possibility could be to cap the increase of power, or to limit it in time. In Dungeon of Greed, I am considering having the player enter a berserk mode upon death. Alternatives could be to have materias that make you stronger the closer you are to death.
As long as it's something that can be used by the player to construct specific builds, and not gamed or exploited (especially if such an exploit is un-fun), I think that should be fine.