LeJerque
Level: Goblin
Rank Points: 16
Registered: 11-13-2005
IP: Logged
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Re: GameCyte: DROD RPG Review (+2)
Hello, gentlemen! I'm the author of that review, and I'm delighted that you read it.
I'm happy to discuss any of the points that I asserted in the article -- I can see the "one playthrough" thing is a matter of contention. That may be my fault; perhaps I phrased it poorly. I think what I meant to say is that a puzzle game where the playing pieces are initially hidden from you is necessarily an impossible task.
The major point I wanted to make was the one about the "progression stoppers." It's like Rabscuttle said -- in most other games, when you fail, you're restored back to a definite pre-screwup point. The player always knows that, from his point of restoration, he can give it another try, and that, going forward, success should be possible. This is even true in the other DROD games; barring in-room save points, dying in DROD puts you back to the start of the room, which 9 out of 10 times, is a point from which said room can be beaten.
DROD RPG also puts you back to the start of the room, which is very seldom enough. My point about publisher rejection should point out how jarring this can be to unprepared gamers: In modern game development for, say, a console game, this is a hard rule. If a player is stuck in a situation where he cannot progress further in the game, but the game provides no indication of this (through, say, a game over screen), it's considered a design flaw. DROD RPG's dead ends would be given the same treatment as an FPS character clipping through the landscape and falling through the void for all eternity. The latter is a bug and the former is by design, but in the end, both require a player-prompted restore as the only option. As such, DROD RPG is the kind of game that would really throw someone who was used to the typical game experience.
You're different, of course. You're DROD players. You're the type of gamers who can accept a game which requires you to define your own "Game Overs" and adapt accordingly.
On another topic, I can think of a couple of fairly recent games I was able to complete while saving and restoring only for breaks, but you're right; that's not typical. Normally I die a lot.
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