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  1. Embed this notice
    clarity flowers (clarity@xoxo.zone)'s status on Wednesday, 22-Oct-2025 10:15:34 JST clarity flowers clarity flowers

    If I was making a cinematic flashy AAA action game I would make the primary advancement/leveling mechanic "every time you run out of HP, a cool shonen-style scene plays and you do a quick-time event to unlock a new power level" and just get rid of failstates entirely.

    "But what about the gamers who want to feel better than other people?" the trick is to have two difficult settings: "Story" and "Technique". The latter has a flashy combo meter + scoring system & gives you a grade at the end

    In conversation about 6 months ago from xoxo.zone permalink
    • Embed this notice
      clarity flowers (clarity@xoxo.zone)'s status on Wednesday, 22-Oct-2025 10:16:12 JST clarity flowers clarity flowers
      in reply to

      I like die-retry loops in games but they are very obviously at-odds with the artistic goals of most AAA games imo

      In conversation about 6 months ago permalink
    • Embed this notice
      Dan Patch (datn@xoxo.zone)'s status on Friday, 16-Jan-2026 18:50:19 JST Dan Patch Dan Patch
      in reply to

      @clarity I can't even tell you how many times I've thought this! thank you for saying it.

      In conversation about 3 months ago permalink

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