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File: 8d4f3be56f84d04⋯.png (926.67 KB, 598x795, 598:795, pondering pigments.png)

271ac4  No.15381546

In Pen and Paper games there's a concept that I wish was used more often in videogames. Failing forward is the practice of a GM allowing the party to progress when they fail a check. At first glance this seems like Ryze or whatever that game where you play as a legionnaire was called where QTEs had no fail state, but in practice it prevents redoing parts until you get the perfect outcome, and causes more interesting scenarios.

When you "fail forward" you essentially do not halt progress, but give some sort of penalty. Say in Metal Gear Solid if you alert the guards and get in a shootout, instead of suiciding to retry you engage in the shootout, waste more ammo than you would have otherwise, and probably have to use limited resources to heal. If this was applied more to narratives, I think that RPGs would be a lot more interesting.

What do you think? Can you stand to deal with suboptimal outcomes? Would you find say, fucking up an early mission when rising up the ranks in a gang causing a lack of trust in your abilities in a crime game, fun?

15d30e  No.15381570

I think it could be fun, but the ethos of completionism that games (especially Japanese games) have instilled within many of us would make it difficult to fully enjoy.


271ac4  No.15381590

>>15381570

Yeah, I don't really think it would work for anything but RPGs. You'd want the game to revolve around 'completing' a character instead of 'completing' the game in one go. Who cares if you didn't do all the content involving crime if your character is a hitman and doesn't "do" theft.


256256  No.15381591

I have a severe form of autism that does not allow me to be proud of anything vidya-related but 100% perfection. Strategy games like Fire Emblem - unless there is a way to do a chapter that's 100% consistent, a stage is not done until there is such a method ready.


256256  No.15381598

>>15381591

>unless there is a way to do a chapter that's 100% consistent, there is no satisfaction


c1f08d  No.15381606

File: 288d9e8d1603f1c⋯.gif (860.35 KB, 400x225, 16:9, 288.gif)

yeah, but all that takes development time and creativity. (two things most games don't have) just like how in most jrpgs the give you the option of saying "NO" just to give the illusion you had a choice. but I think you mean it a little differently like if you loose to a mid boss its not an automatic game over but you might miss out on some weapon or story bits. I think the kind of person that plays lots of RPGs would just reset until they got it perfect or just make an extra save to see all the "fail state" content. i'm not sure how you would make it worth the player's while to continue from a disadvantage. even in the metal gear example you gave it might not make sense to keep going without a reset depending on resources you lost for fucking up. for a D&D campaign with live players it makes sense as its very time intensive and a major game ending event would suck the fun out really quickly. since its free forum most losses could be made up or new solutions could be used since its so open ended, video games don't usually have that kind of flexibility. you can only guess why


271ac4  No.15381662

>>15381606

Like every idea taken to its extreme it would require a dedicated true AI to implement perfectly, but I think that using it as a design pillar would lead to more interesting RPGs.


b4749e  No.15381799

What are Obsidian RPGs?


000000  No.15381865

>>15381546

That would prevent Battletoads from being fun, so, no.


de5981  No.15381876

True Crime: Streets of LA kind of had this actually. It wasn't a lot, but at a couple of chapters, if you failed a mission, the story got sidetracked into completely new directions and levels. 100%ing the game required failing a couple of missions to unlock these alternate paths. Star Fox 64 had something similar where successes and failures took you on different branching paths.

Failure offering alternatives rather than straightforward Game Overs is an interesting idea but obviously it would cause a lot more work. Though as others said, a lot of people are perfectionists who couldn't handle continuing with an acknowledged failure on their part. But there's plenty of more casual players who would.


e2b9d6  No.15381880

>>15381546

>Can you stand to deal with suboptimal outcomes?

depends, often I find this so infuriating, that I'll reset back to the previous checkpoint


2def6d  No.15381884

everyone would restart from the latest checkpoint anyway, so unless you put a somewhat intrusive auto-save feature it's not going to work


b97c7c  No.15381925

Freespace kind of had this. There are quite a few missions where you can fail the main objective; it hampers the war effort but you carry on.


9a5880  No.15381928

Isn't this one of the gimmicks of David Cage games? That they continue even if you make "bad" choices or player characters die?


2124aa  No.15382277

>>15381546

I think you hit it on the head for games like when you mess up stealth but can still continue. Problem is, even for games that reward skilled gameplay, like the minigames in FFVII, I'm too much of a perfectionist not to save scum.


e15546  No.15382291

Just make it seem like the player didn't fail.


6e2e2f  No.15382295

>>15381546

Not gonna happen, OP, because having that shit means having to implement additional content, which means more work, which means nu-devs ain't gonna do it.


db9bd0  No.15382307

>failing forward

When did this become the replacement term for "being a decent GM"?


f1614a  No.15382384

>>15382307

It's just a name for a technique decent GMs use.


76b64e  No.15382444

Heavy Rain, of all games/"games", had this to a degree. Its a cool idea and I'd like to see it more. Problem is development, its a lot easier to program a game over and make the player do it right than give players multiple states beyond the initial failure that they can react to and bounce back from.


0d698b  No.15382495

>If this was applied more to narratives

Yikes


db9bd0  No.15382512

File: 5869cc93c8b320a⋯.png (619.83 KB, 1920x1080, 16:9, Unprepared GM.png)

>>15382384

Call me grognard, then, because I don't like it. It seems to impress some kind of "It's good to fail" mentality, while the good results of it shouldn't need description. Players can fail, and failure shouldn't automatically open up new routes in every situation. Players shouldn't be okay with failure, they should be trying to succeed. I'm sleep-deprived at the moment, but bear with me; I'll try and give an example.

Say you have a rogue sneaking down a corridor and he fails his Move Silent or Stealth or Infiltration check or whatever and the result is that guards hear him and come running to attack. This isn't "failing forward", it's just failing, with the expected results of failure (getting caught). Yes, it may move the story forward but it doesn't do that because the character failed, it does that in spite of failure. Say the same rogue eventually comes to a lock and fails to pick it. Under no stress, the 3e DnD rules would allow him to take twenty times the amount of time a standard attempt would take in order to auto-twenty the roll, but what if the lock is too complex to pick even with that? The obvious solution is to find the guy with the key, but should the GM just "fail forward" the rogue and tell him that, or should he simply allow the player to reach that conclusion on his own if he's clever enough?

It's a nonsense term, for nonsense people who are terrified of failure having consequences, such as not being able to advance, but that's what failure is, and players need to be allowed to fail, otherwise you have killed all risk and, subsequently, all reward feels cheaper as a result.

I'm rambling. About /tg/ stuff on /v/, no less. Anyway, I hate it and think it's stupid and it has a smelly face.


539f3c  No.15382521

The solution to save-scumming is to implement a dark souls-esque auto save system. Sure, people would just restart if an outcome happened they weren't happy with, but if it auto saves and that is the only method, then what are they gonna do? The answer is call your game shit.


768cdd  No.15382537

You would need to implement limited saves to prevent the player from just retrying until they get the best outcome. And even then, I imagine a lot of people myself would become frustrated at not getting the perfect outcome and restart the entire game over and over until getting burned out and not playing it anymore. I already do this on games with any missable content.


539f3c  No.15382545

>>15382512

I disagree, purely on the fact that failure is natural, especially with the amount of people who suck dick at video games.

On the /tg/ side, the last D&D session I had, a party member rolled a critical failure on investigation, and our GM sent us to the other side of town where we met a boy who we could get answers out of and find a secret path to the manor we wanted to go to. I think that OP is talking about failure states like these, rather than just straightforward, fail > encounter. Obviously, the natural mindset is to be perfect and not fail, but what if they led to different paths? Different characters?


f97e2b  No.15382546

Shadow of the Horned Rat.

Fail the first missions.

Get different missions there after and an Imperial Steam Tank, because you are clearly incompetent and have to get an advantage.

I have rarely seen something like it since then.

That was ~20 years ago.


6b32f4  No.15382556

>>15381546

What you're describing is a branching path. These are virtually extinct in modern video games because publishers don't want to pay for the production of content a consumer might never see, and they don't want the special needs lowest common denominator to get confused.


9a3266  No.15382558

LISA: The painful lets you do this, I guess. You can lose party members and limbs permanently, get robbed, etc. But you're stilll more than capable of finishing the game.


4df117  No.15382565

>>15381546

Isn't this exactly how they did Heavy Rain and Detroit Becoming Human?

I hated the QTE shit in that game so I returned my rental copy without completing it, but I remember that's what happened and I heard that DBH was similar to that end.


4df117  No.15382570

>>15382556

The second part is likely more the reason.

The mental state of the average modern gamer is shockingly low. I genuinely cannot believe how lazy and stupid and whiney they are.


aac22d  No.15382584

>>15382512

I think you're taking it too seriously and reading too deeply into what is honestly a very simple thing. It just describes the concept that failing something should still be significant rather than just being a roadblock. Getting caught in a ruse and being captured and thrown into jail is still failing forward, because it progresses what is happening. Getting caught in a ruse and the guard saying "no, fuck off" is not failing forward. I don't think every single thing should fail forward (failing to pick a lock would probably just still leave you where you are), but most actions should have consequences, positive or negative.

It's just a term that describes a technique used to keep the plot moving and the characters interested. Failing forward is an aspect of being a good GM for sure, but there is still value in isolating what it is so that you can work on being better at it and teach it to new GMs.

It's like in cooking, there is a concept of "mise en place", which is simply getting all your ingredients and materials in place before starting to cook so that everything goes as planned and you're never looking for anything. It's something every cook should do, and every good cook does, but it's still worth having a unique name so that you can analyze, discuss, and teach it. You can't just say "that's being a good cook" and pretend that it's not worth discussing.


7f55c1  No.15382589

>>15381546

this is why quicksave is cancer, it's basically god mode because you don't live with any mistakes

auto-saving is essentially the one part of the modern industry i agree with


768cdd  No.15382688

Pokemon Yellow does this. If you lose the first battle in the game, against Blue in Oak's Lab, he later evolves his Eevee into Vaporeon, giving your Pikachu a type advantage. If you go out of your way to beat him on the route between Viridian City and Indigo Plateau, his Eevee instead evolves into Flareon, which isn't a type advantage but is an infamously shitty pokemon. If you win the battle in Oak's lab and also go out of your way to beat him outside Viridian City, his Eevee later evolves into Jolteon, which I guess is less shitty than the other two, and you can argue it has plot significance as you beat him so hard he made his starter an Electric type like yours. This whole thing would have worked better if Eevee could have evolved into a type strong against Electric though.


6b32f4  No.15383198

>>15382589

Checkpoints only work when the game is 100% linear. Instead of savescumming for the ideal outcome, you're just accepting the removal of any other outcome except the ideal one.


cdd5a6  No.15383640

>>15382512

Or how dark souls did it, fail to spot and fall for the trap in the sewers and you drop down several levels. Now you are completely lost and as far as the player knows nowhere near a bonfire (checkpoint) also has some really fun enemies down there but nothing you shouldnt be able to handle at that point unless you panic like a faggot because you just fell down a hole and lost of a load of health.


59cdd9  No.15383654

>>15381546

Honestly I'd usually rather just get a game-over and start over. It's more fun to know you did something properly, than to charge forward and be stupid but progress anyway.


bd7ba5  No.15383673

>>15381546

The problem with implementing this concept in a video game is that unlike in Tabletop where there is infinite more flexibility with how you can help circumvent the players putting themselves into a permanent fail state. It would be harder for a developer to integrate the number of features and considerations necessary to mitigate save scumming or whatever else you assiciate with shooting for a perfect run.

Using your Metal Gear example. If you engage in the shootout and burn all your ammo how do you get more? You could make it so that you can steal ammo from the guards but now are you tracking how much each guard expended? Or are you just going to have each one drop enough ammo to help the player continue on to the next encounter? Same for health? If guards are carrying health items now to compensate the player do they also get to use them for themselves? How hard are you simulating this.

Because if you don't account for these kinds of variables, if your player enters into that shootout and survives. They can be in a position where they have no health or ammo and a boss is right around the corner so you now have them either continue to death/reload. Or find ways to give them those resources and somehow keep them scarce enough that they don't have the ability to just coast on your generosity.


f05fd2  No.15383849

Well you see anon, that takes effort and a bit of creativity. These things are banned in vidya.


8eb4a9  No.15384019

File: 8fa048a9b17d1f8⋯.jpg (188.78 KB, 1955x990, 391:198, yande.re 363092 fhang smok….jpg)

>>15382584

>food analogy

Not the same anon, but in all seriousness I think the problem with Failing Forward as a concept is it's no different than failure if the narrative continued after the failure. If I fuck up and get caught in MGS, it gives me the Game Over, but if the narrative continued shit would still happen, albeit very bad shit for the protagonist and friends. Failing Forward has potential to be interesting where the narrative isn't simply progressing toward bad shit with little to no hope of having a good ending, but Even then the best case is not failing at all, which most players will either reset to achieve (making the Failing Forward mechanics pointless) or complain about because they want the best ending despite their failures (making the Failing Forward mechanics appeal to contrarians who hate soyboy journalists that would inevitably make such complaints). Basically I think it would have to be a very specific kind of game to work properly because in most traditional settings I don't think it would work. That being said, I'm not dismissing your idea as having no potential, and I'm even curious to play such a game just for the unique experience, but it would require a lot of work.

Not sure if my post is pointless since it feels like I'm just recycling what others already said, but if it is I apologize.


407b69  No.15384222

File: 4eb30c19b1b5b8b⋯.gif (Spoiler Image, 1.01 MB, 548x388, 137:97, 85885451e19ed03bea351b6553….gif)

>>15383640

I panicked like a faggot, not because of the sudden HP loss, but because I practically fell ontop of a Basilisk. The enemy design genuinely freaked me out the first time I encountered it. Something that not too often happens.


9bda61  No.15384933

Detective Pikachu does this, I’m pretty sure you can fail every QTE without any real consequence. It’s a pretty sadistic way to play though since it would basically mean Pikachu getting constantly beaten up throughout the story.


ca0827  No.15385043

>>15381546

Yes. Existence of even a minor choice and consequence element in a video game is always a sign of complexity, depth and thoughtful design choices with genuine effort put in them.


a6add7  No.15385076

I enjoy stuff like alternative death mods for games like FNV where dying causes you to respawn somewhere with penalties and no items, so the progress you made in quests/killing enemies isn't lost but you have to find a way back to your stuff all while suffering from some debilitation. Of course with such a mod you need to never savescum, you shouldn't have to load a save anytime other than loading the game. It'd be nice if the game was built from the ground up with this in mind though with stuff like timed/failable quests to make everything more high stakes. It also has to be the case though that you don't die super quickly and deaths are more the result of consecutive bad decisions or poor resource management, and healing items need to be very limited to compensate. I just modded them to all be much heavier and somewhat less potent so they don't give you the ability to play recklessly all the time.


9c6179  No.15385110

I'd say KC: Deliverance and Mount&Blade work like this, but both display different ways of implementing it.

In KC, quests have multiple ways of going about them, either by actually doing skillchecks (conversation) or combat, stealth etc. Failing a quest doesn't mean restarting a game. They're designed in a way that only dying is a complete roadblock. If you fail to convince someone to do something, beat them up or kill them, the game continues as normal.

In Mount&Blade, the system is much more rudimentary, but still works in the context of the game. There's no death. If you lose a battle and fail to escape, you're taken prisoner by the enemy and dragged around until the game decides you can escape. It takes away some of your inventory, cash, army etc. You don't however lose your stats, standing with factions, properties you own and such. It's not nearly as complex, but neither is the game itself.

As a different example, Shadow of Mordor/War's nemesis system is kind of that, I suppose, making you feel like your failure actually had impact on the world, but if you take away Orks leveling up, it's still just a simple consequence-free death system.


51b1bb  No.15385150

YouTube embed. Click thumbnail to play.

The resources to do something like that would be more financially intense than you'd think.

Also if you're trying to establish a mood and the player acts like a drunken retard, it kinda ruins things. Good for a laugh though.


3dca0f  No.15385163

"Failing forward" games, huh? If they did existed somehow, I reckon they wouldn't be for me. I've yet to fail or get a game over in a game before.


aac22d  No.15386735

>>15384019

Well, I'm not using the food thing as an analogy. I'm just saying that "it's just being a good GM" is not a reason to not have a name for it or to discuss the concept. Many fields have things that are inarguable good practice that everybody should do, but nobody says "That's just called being a good programmer" or "that's just called being a good mechanic". There is value in breaking down and discussing something even if it's inarguably a good thing. That was all I was trying to get across, not that "failing forward" is anything like "mise en place", but more that just because it's generally good practice doesn't mean it shouldn't have a name and be analyzed.

I also don't think it's relevant to every video game. Some narrative-based games do it alright (Baldur's Gate does it, but that's kind of cheating being a D&D game). It is absolutely a lot of extra development work, which is why most games that do it at all only do it in very minor amounts.

I think every GM should be aware of the concept, though, and there are very few situations where it's appropriate to straight-up block the players when they fail a check, especially if it involves NPCs.


83f54f  No.15386783

YouTube embed. Click thumbnail to play.

>>15385150

best part is the chicken.




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