Tahnan wrote:
No.
Things that Beethro does affect Beethro. Beethro shouldn't step on a token that reverses your controls, or prevents you from hitting "undo" or "restart", or turns off checkpoints, or, period. (The visibility token *could* be seen as an exception, but (a) it's still something at the Beethro-level and (b) it adds to, not subtracts from, the player's power.)
There's just no good reason for something like this, period.
Well, I actually think this is a not entirely bad idea. First of all note that this isn't actually turning off checkpoints. Architects already have an excellent way to do that: don't add any checkpoints in the first place.
So what does this actually do? It affects undo only. I could see it used for 'classic style' challenge rooms. For instance, in some hypothetical KDD 3.0, you could have the '3 mothers' room with all normal benefits of the 3.0 engine, then an optional secret version without checkpoints or undo. I'd be interested to see how much the leader board would differ, both in raw top scores, and who held them.
This feature could also be good in holds which feature trivia, word puzzles, etc, to reduce the use of trial and error and encourage some thought.
I could also see it for rooms with puzzles involving the careful cutting of unanimated tar to encourage contemplation instead of a poke and pray style encouraged by undo.
Lastly, this would be good in some rooms which are mainly plot exposition but not purely cutscenes, where undo can interfere with text and voice display at times (often I've found the cost of a poorly chosen undo in such a room to be a restore immediately after.)
There are obviously other, bad, terrible or worse uses of this feature, but unlike say unpredictable scripting, this is a visible element and such a bad use would be highly obvious during testing and the HA approval step. So I don't think thats a big concern.
So I'd say outside of quiz type holds this probably lacks actual puzzle potential, but in the right room could be used to foster a contemplative style of puzzling over an experimental one. Or a feeling of mortal terror (picture Banj's Tar Mother Den with a poison tile on entry. This is perhaps the best example of good AND bad uses of this feature I can think of.) And it could be used to help prevent accidentally missing plot, without hindering the intentional skipping of same (in this case it could be put in a place where you could choose to step on it or not, also).
So yeah, I actually rather like this idea, and don't think its nearly as bad as it appears at first glance, but rather a useful but somewhat subtle tool (emphasis on this being a tool, not a weapon.)
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Now I will repeatedly apply the happy-face rule"