I'll never understand people's fascination with making things difficult for themselves. Not discounting their enjoyment but personally if a single player game gets tedious i immediately hack it and give myself infinite health, 1 hit kill, no clip and blaze through everything. I value my time personally and gain 0 validation from beating some virtual monster. I play for the story. Again not saying im right and others are wrong, i just dont see the enjoyment there. But to each his own.
I address this in the final 3rd of the video you might like that part! And it’s less an argument about making this difficult and more about making them immersive, for example I mentioned in the video having systems like hades where death just means losing something other than my time having to click reload etc. Appreciate you taking the time to watch
I realize that you didn’t ask but still figured I’d share. I died easily over a couple dozen times in my 3.5hr struggle to beat Erlang. First the fight/die/repeat loop is perfectly justified within the narrative. Second it’s one of the most well designed fights I’ve ever played. It never feels unfair but rather a culmination of everything the game has taught you up until that point. All this to say I was emotionally invested in beating him fairly without cheesing/cheating. Beating Erlang pushed me to the limit of mastering his moves but also my own emotions. The high that I got from beating him hit harder than any story revelation/ending has ever given me
Speaking of honor mode, I tried playing XCOM 2's ironman mode, which deletes when you die and is not reloadable. It was a crazy playthrough, where people died left and right. I got through about 50 hours of play, but my game crashed, and it corrupted my only save file. While I do like the concept of ironman mode or honor mode, I always bear that scar of losing my progress when it was due to a game crash. Sadly, it soured my perspective on ironman/honor mode. I'm a little too cautious about those modes now.
Less than a minure in and id like to say thank you man. Your effort is seen and you are one of my favorite channels nowadays to get some real good perspective
I don't enjoy butting my head for hours and hours on a game, but I agree that death should be more than a game over screen. I'm surprised you didn't mention Death Stranding (maybe you showed clips of the game, but I just listened to the video while playing Valheim ironically enough, which can be brutal as fuck when it comes to dying), because when you get swallowed by a BT, it changes the environment itself. I love it.
In Disco Elysium, failing is just as fun as losing. This game doesn't make you want to try again, you just get your (equally entertaining) outcome and move on.
Totally agree. They are billions was a good example of this where you could not save within a mission and thus as it went on the stakes grew and thus increased engagement.
There is one classic arcade game that I can remember could be won and did have a happy ending. Dragon's Lair. Of course it did take a pile of quarters to memorize all the QTEs. But once I was able to do that, people watching me at the arcade were so impressed watching me play it through.
You are missing one very important distinction here though. Unless the game has non removable auto save you are choosing to make the game easier by saving your progress. You can make a game much harder by limiting saves for instance. Then you start to see real consequences for your character/characters and your whole approach will change from then on. This can then be very rewarding or frustrating in equal measure.
@@DEVILTAZ35 ya allowing players to only have a set amount of saves or at certain spots can help too for sure, in terms of giving the players the choice to limit it themselves though, I don’t think that works which I addressed in the middle of the video why player choice isn’t good
I might add that the other big issue is that many games just are not worth the squeeze. You play a game that is insanely hard, and you feel mastery off said game, but if the story is weak, then it's still going to be a more hollow experience, at least to me. This being said, games from the 8 Bit, 16 bit and even 32 bit eras, are incredibly strict with game over conditions, and they can be insanely good because they have excellent mechanics, art design, gameplay and other things that make them great. Modern games tend to be a visual delight, with often times a great story, but the gameplay is dull as dishwater. Heck, I used to play a game called Burnout Paradise, and it wasn't a hard game, it was actually pretty damn open, but to make it hard, I chose the worst car for challenges, like barrel rolls, 360 spins and so forth as I wanted a challenge. That car was the Hunter Citizen, an extremely heavy, unwieldy and just plain annoying car to drive, but it was my only car for over 1000 hours of play both online, and where I could, offline as well. Some people, myself included, tend to set the bar higher because it's a fun thing to do, not because it's a requirement, so I can certainly understand why you are making this video, and it's masterfully done! :D
Be careful what you wish for.I've played Fallout 3 from 08-15 and went to fallout 4- 2015 until present, but I haven't completed either. I restart when I die. I've threw away 17 years with the perma death thing now. I'm 50 and realize I'll never have the time to finish my backlog and the stories I'll probably never have time for. Something to consider, I suppose. I liked your video.
Pathologic 2 has my favorite punishment, the games already hard enough, but every time you die the game gets harder and harder, you can even get locked out of some moments in the story for dying so much, the next bit is spoilers but eventually you die and see this guy that says they can remove the punishments in exchange for something, you don't know what it is but if you agree you see him again, what they took from you is your ending and now everything just leads back to them, no way to escape but to restart and refuse the next time they ask
Fantastic video. You’ve put a lot of things I’ve been thinking about into the language of games, and that’s something I really needed right now. Excellent work!
You should try tarkov, now that's where death truly matters. I have 4000+ hours in the game, and my heart still beats every time i get into an engagement, especially since EVERYTHING is on the line.
The Ironman mod in Lords of The Fallen made me realize how crucial difficulty and a lack of a third or forth or fifth or so on and so forth is! You die, you transition to the Umbral world, you get out you have your 1 chance back and if you die in Umbral you go back to the beginning of the game but you keep your inventory and level ups. It took me 84 hours to beat the game with over 40 resets! I had other modifiers active as well but the worst one was the tremendous vestige decay which makes you have 3 checkpoints in the game! And you have to travel on foot all the time! But when I did it, I felt like I had accomplished the greatest thing ever!
I think alot of the arguments presented here are very reminiscent of those about Fast Travel. There are a sub-set of gamers who hate Fast Travel, and hate what developers have done. They hate how it changes the experiences they feel when they play, how it trivalises the world and lessens the experience. And some of them even make video essays arguing how bad Fast Travel is. And every single time, they forget one important thing: Fast Travel is an accessibility feature. This video has the same vibe, it forgets that saving is probably one of the first accessibility features.I think videos like this need to remember that, and let people decide how they approach these accesibility features, rather than demonise the feature and the players who use them.
@@leaskie I have a full part about the accessibility argument near the middleish of the video! I totally get it but think people use accessibility as a crutch too much
@@FranklyGaming I get that, and I agree about the crutch, just like the fast travel videos rightly point out how something is lost from world building and exploration when fast travel is overused. I even understand where these accessibility features become too annoying, such as the overly helpful sidekick who won't shut up. In this video, you are advocating making Honor mode the default mode for games, but it works because it is an optional hard mode. It would be better to develop more options around these features, like turning off fast travel, or turning on cheat mode for saving (I remember that was a thing for football games back in the day). Some developers have the budget (both time/money and in game resources) to do this, some have to be more selective.
@@leaskie I’m not advocating for honor mode as default, I’m just advocating for coming up with ways to make death an actual mechanic, whether that’s honor mode, hadas type, my stalker example etc
3:24 I don’t know if you did this on purpose or not, but either way it’s pretty funny to be mentioning a part of being human is making mistakes, while calling that “our infallibility”, haha Great video!
Two things: For some people life is hard enough already, so having a reprieve where you can fail as many times as you feel like is nice. The other thing is that when you fail in the real world, most of the time, you can try again. Nothing was created without dozens to thousands of iterations before hand being absolute failures.
Ya that’s what the second half of the video is about I’d say more solutions that you continue on but in a more immersive and elegant way because agreed a middle ground is sometimes needed, appreciate the support !
Love the idea of dying in a game having more real in game consequences however as an adult with children and a full time job i just cannot deal with hours of progress lost after mistep. Absolutely feel this makes games more engaging but yeah kind of a double edged sword for us 30+ year olds who refused to leave our love of gaming behind but unfortunately no longer have the time to devote as much of our lives to it.
Rather than having no save scumming, or genuine game over, there is another option. In place of either, as you finally suggested, make it that losing a fight sets you back into a medical location, having to re-assess and regroup, that the world has gone on, time doesn't stop, but now you have extra scars, less armour etc, but greater experience. Get you battered team back together, replace any who actually died in that battle.
I mean... probably the most significant reason why I play games is the story... telling me that I should push myself to the extremes to experience the immersion and feeling of potential loss after hours of work when I can finaly enjoy a good story is imo bullshit, because that is literally the opposite I and many others are looking for :) there are ppl enjoying good difficulty, looking for challenges, but that doesn't mean "pointless" game over note makes the game worse or denies the fun to the players, quite the opposite :)
@@michi444624 it’s more about keeping the immersion, not stopping the story just integrating it seamlessly with a death mechanic, look at my hades which I mentioned as a perfect example, or the stalker idea I brought up
so....is this just a video saying " im so smart i dont like game over screens and im way better and enlightened " because thats what it looks like to me XD i think if watching this youtube video was a game. i beat it because i chose not to play it lol
No not saying that lol just saying I think game over screens could be handled better and would be way more interesting with some of the ideas I talk about in the last half
But companies want you to buy games, and if you spend so much times replaying the game to win, you wouldn't need to buy any more games for a long time! Some of my favorite games are the Angband style of games, which are Roguelikes, many of which i have never finished, because spending hundreds of hours playing a game can get boring and frustrating and time is important!
After losing a level 76 character on diablo 3 because my co op buddy ran into a room full of mobs I will never play permadeath or 1 save file game modes again lol
2 tinks I don't understand. These game modes are always associated with harder game difficulties, why? These games won't generally offer equally rewards for failling. There is generally positive and negative consequences in a choice, so games should branch so played feel immersed in theirs choices and respect theirs skills, even the average player like myself. Suggesting "The Concil" for the way it manage the saving and the choice branching, where action are reflected in the playthrought
Definitely agree a game doesn’t need to be hard to have good failure states, and design by council sucks I prefer just one person taking the charge and being a real leader
The way I see it, it's a fictional story, the answer to what, why are pretty pointless as the writer might not have even thought of it, they can change it as many times as they wish. Whereas if a game is based on something rooted in reality it can quit at a cliffhanger and we can further ponder over it. That's just my thoughts.
Ya I saw some comments about spoilers in some older videos so in this one I put a big windup to any spoilers by mentioned I was going to talk about the endings but I might need to explicitly say spoilers or put it on screen
Kudos for mentioning Stalker 2! I am quite sure that the modder community (which is enormous for the Stalker franchise) will implement an "honor" mode at some point 😉
@ credit your artist then, but also they absolutely used ai man. the lamp blends into the arm of the couch. the tv is sat on top of another tv. the skyline makes no sense and neither do the pictures on the wall
@FranklyGaming yea i saw. But imo the pinnacle is Noita. I mean yes you die and you are done with the run. You can only start again. But there is also a true game over. On the other hand you can also become so strong and with some ingame mechanic it is almost impossible to die But i agree with the most. I played heavily modded fallout 4 where everyone, including me, was a glass cannon. 2 bulkets at most and you are dead. Where is the safe file? Well so long ago that you had to come back since one of the mods only allowed saves in your settlements. It forced you to use different mechanics like traps and mines since you couldn't just f9 and reload. Or f5 before combat....
You are packing quite a lot of assumptions on top of each other. By assuming "most people" are looking to "master" a game I strongly feel compelled to just walk away. Please. Don't project _your_ point of view onto others. I like hearing your opinions. But I don't like being coerced. By means of the "average person" device.
For that point it definitely can vary from person to person for sure but the overall idea of game over actually mattering I think works in almost all of them
This channel convinced me to buy cyberpunk last year ill always be grateful. Its in my top 3 games of all time now. Thank you👍
It’s awesome to see the reception on the game has turned around so much, it’s one of the all time greats for sure
Absolutely one of the greats
Me also. Love cp77. Sad to see what’s becoming of CDPR now tho. RIP CDPR 😢
I'll never understand people's fascination with making things difficult for themselves. Not discounting their enjoyment but personally if a single player game gets tedious i immediately hack it and give myself infinite health, 1 hit kill, no clip and blaze through everything. I value my time personally and gain 0 validation from beating some virtual monster. I play for the story.
Again not saying im right and others are wrong, i just dont see the enjoyment there. But to each his own.
I address this in the final 3rd of the video you might like that part! And it’s less an argument about making this difficult and more about making them immersive, for example I mentioned in the video having systems like hades where death just means losing something other than my time having to click reload etc.
Appreciate you taking the time to watch
...and i *hate* the term, "save scumming".
I realize that you didn’t ask but still figured I’d share. I died easily over a couple dozen times in my 3.5hr struggle to beat Erlang. First the fight/die/repeat loop is perfectly justified within the narrative. Second it’s one of the most well designed fights I’ve ever played. It never feels unfair but rather a culmination of everything the game has taught you up until that point. All this to say I was emotionally invested in beating him fairly without cheesing/cheating. Beating Erlang pushed me to the limit of mastering his moves but also my own emotions. The high that I got from beating him hit harder than any story revelation/ending has ever given me
Your production values are getting so good! That intro song was choice!
Glad you guys liked it! The music is always a key thing I look into
Speaking of honor mode, I tried playing XCOM 2's ironman mode, which deletes when you die and is not reloadable. It was a crazy playthrough, where people died left and right. I got through about 50 hours of play, but my game crashed, and it corrupted my only save file. While I do like the concept of ironman mode or honor mode, I always bear that scar of losing my progress when it was due to a game crash. Sadly, it soured my perspective on ironman/honor mode. I'm a little too cautious about those modes now.
If you're on PC, you can probably back up the save anyway just in case of corruption.
Less than a minure in and id like to say thank you man. Your effort is seen and you are one of my favorite channels nowadays to get some real good perspective
Appreciate it!
I don't enjoy butting my head for hours and hours on a game, but I agree that death should be more than a game over screen. I'm surprised you didn't mention Death Stranding (maybe you showed clips of the game, but I just listened to the video while playing Valheim ironically enough, which can be brutal as fuck when it comes to dying), because when you get swallowed by a BT, it changes the environment itself. I love it.
love your videos man! Greatly written and well spoken
Thanks for the support!
One day you'll see your last game over screen but will not realize it at the time
The final game over
In Disco Elysium, failing is just as fun as losing. This game doesn't make you want to try again, you just get your (equally entertaining) outcome and move on.
Exactly, failure should be part of the experience
Totally agree. They are billions was a good example of this where you could not save within a mission and thus as it went on the stakes grew and thus increased engagement.
@@4everhdt would love to see more games make death actually interesting, thanks for watching!
There is one classic arcade game that I can remember could be won and did have a happy ending. Dragon's Lair. Of course it did take a pile of quarters to memorize all the QTEs. But once I was able to do that, people watching me at the arcade were so impressed watching me play it through.
The arcade days must have been something
You are missing one very important distinction here though. Unless the game has non removable auto save you are choosing to make the game easier by saving your progress. You can make a game much harder by limiting saves for instance. Then you start to see real consequences for your character/characters and your whole approach will change from then on.
This can then be very rewarding or frustrating in equal measure.
@@DEVILTAZ35 ya allowing players to only have a set amount of saves or at certain spots can help too for sure, in terms of giving the players the choice to limit it themselves though, I don’t think that works which I addressed in the middle of the video why player choice isn’t good
I might add that the other big issue is that many games just are not worth the squeeze. You play a game that is insanely hard, and you feel mastery off said game, but if the story is weak, then it's still going to be a more hollow experience, at least to me. This being said, games from the 8 Bit, 16 bit and even 32 bit eras, are incredibly strict with game over conditions, and they can be insanely good because they have excellent mechanics, art design, gameplay and other things that make them great. Modern games tend to be a visual delight, with often times a great story, but the gameplay is dull as dishwater. Heck, I used to play a game called Burnout Paradise, and it wasn't a hard game, it was actually pretty damn open, but to make it hard, I chose the worst car for challenges, like barrel rolls, 360 spins and so forth as I wanted a challenge. That car was the Hunter Citizen, an extremely heavy, unwieldy and just plain annoying car to drive, but it was my only car for over 1000 hours of play both online, and where I could, offline as well. Some people, myself included, tend to set the bar higher because it's a fun thing to do, not because it's a requirement, so I can certainly understand why you are making this video, and it's masterfully done! :D
100% a game still has to be good regardless and storytelling a big part of that for me
Be careful what you wish for.I've played Fallout 3 from 08-15 and went to fallout 4- 2015 until present, but I haven't completed either. I restart when I die. I've threw away 17 years with the perma death thing now. I'm 50 and realize I'll never have the time to finish my backlog and the stories I'll probably never have time for. Something to consider, I suppose. I liked your video.
Pathologic 2 has my favorite punishment, the games already hard enough, but every time you die the game gets harder and harder, you can even get locked out of some moments in the story for dying so much, the next bit is spoilers but eventually you die and see this guy that says they can remove the punishments in exchange for something, you don't know what it is but if you agree you see him again, what they took from you is your ending and now everything just leads back to them, no way to escape but to restart and refuse the next time they ask
Fantastic video. You’ve put a lot of things I’ve been thinking about into the language of games, and that’s something I really needed right now. Excellent work!
@@samgonzalez8662 glad you enjoyed and thanks for taking the time to support
You should try tarkov, now that's where death truly matters. I have 4000+ hours in the game, and my heart still beats every time i get into an engagement, especially since EVERYTHING is on the line.
The Ironman mod in Lords of The Fallen made me realize how crucial difficulty and a lack of a third or forth or fifth or so on and so forth is!
You die, you transition to the Umbral world, you get out you have your 1 chance back and if you die in Umbral you go back to the beginning of the game but you keep your inventory and level ups.
It took me 84 hours to beat the game with over 40 resets! I had other modifiers active as well but the worst one was the tremendous vestige decay which makes you have 3 checkpoints in the game! And you have to travel on foot all the time!
But when I did it, I felt like I had accomplished the greatest thing ever!
"Its only over...
When i say Its over."
White,Walter (Aka: Heisenberg)
I think alot of the arguments presented here are very reminiscent of those about Fast Travel. There are a sub-set of gamers who hate Fast Travel, and hate what developers have done. They hate how it changes the experiences they feel when they play, how it trivalises the world and lessens the experience. And some of them even make video essays arguing how bad Fast Travel is. And every single time, they forget one important thing: Fast Travel is an accessibility feature. This video has the same vibe, it forgets that saving is probably one of the first accessibility features.I think videos like this need to remember that, and let people decide how they approach these accesibility features, rather than demonise the feature and the players who use them.
@@leaskie I have a full part about the accessibility argument near the middleish of the video! I totally get it but think people use accessibility as a crutch too much
@@FranklyGaming I get that, and I agree about the crutch, just like the fast travel videos rightly point out how something is lost from world building and exploration when fast travel is overused. I even understand where these accessibility features become too annoying, such as the overly helpful sidekick who won't shut up. In this video, you are advocating making Honor mode the default mode for games, but it works because it is an optional hard mode. It would be better to develop more options around these features, like turning off fast travel, or turning on cheat mode for saving (I remember that was a thing for football games back in the day). Some developers have the budget (both time/money and in game resources) to do this, some have to be more selective.
@@leaskie I’m not advocating for honor mode as default, I’m just advocating for coming up with ways to make death an actual mechanic, whether that’s honor mode, hadas type, my stalker example etc
Yes, I load saves when I die all the time. Yes, I get a sense of accomplishment when I finish a game this way.
3:24 I don’t know if you did this on purpose or not, but either way it’s pretty funny to be mentioning a part of being human is making mistakes, while calling that “our infallibility”, haha
Great video!
This is more of a topic for Max Derrat’s channel. “The philosophical GENIUS of the game over screen”
Love that guys videos
@ so do I. You beat him to the punch with the game over theory
Excellent content as always!
Thank you!
Two things: For some people life is hard enough already, so having a reprieve where you can fail as many times as you feel like is nice.
The other thing is that when you fail in the real world, most of the time, you can try again. Nothing was created without dozens to thousands of iterations before hand being absolute failures.
Ya that’s what the second half of the video is about I’d say more solutions that you continue on but in a more immersive and elegant way because agreed a middle ground is sometimes needed, appreciate the support !
Good video, good points, couldnt agree more
@@Fr0zenLegend thanks for watching!
Bro doesnt realize that the temple/creche exploding is a "fail state" off its own
Love the idea of dying in a game having more real in game consequences however as an adult with children and a full time job i just cannot deal with hours of progress lost after mistep. Absolutely feel this makes games more engaging but yeah kind of a double edged sword for us 30+ year olds who refused to leave our love of gaming behind but unfortunately no longer have the time to devote as much of our lives to it.
You dig deep. Wishing you all the grails that waiting for you there😅
Rather than having no save scumming, or genuine game over, there is another option. In place of either, as you finally suggested, make it that losing a fight sets you back into a medical location, having to re-assess and regroup, that the world has gone on, time doesn't stop, but now you have extra scars, less armour etc, but greater experience. Get you battered team back together, replace any who actually died in that battle.
Exactly I think this is actually the best solution, it’s immersive, interesting, and still serves the overall purpose. Thanks for watching!
Still waiting for the final game over of my life...
Can anyone please link me the song used in the beginning? i needs it. Also amazing video
Deathpact - soothsayer, thanks for the support!
12:44
Im sorry, what? That sounds amazing. I gotta play Baldurs Gate
It’s an amazing game you won’t regret it
I mean... probably the most significant reason why I play games is the story... telling me that I should push myself to the extremes to experience the immersion and feeling of potential loss after hours of work when I can finaly enjoy a good story is imo bullshit, because that is literally the opposite I and many others are looking for :) there are ppl enjoying good difficulty, looking for challenges, but that doesn't mean "pointless" game over note makes the game worse or denies the fun to the players, quite the opposite :)
@@michi444624 it’s more about keeping the immersion, not stopping the story just integrating it seamlessly with a death mechanic, look at my hades which I mentioned as a perfect example, or the stalker idea I brought up
so....is this just a video saying " im so smart i dont like game over screens and im way better and enlightened " because thats what it looks like to me XD i think if watching this youtube video was a game. i beat it because i chose not to play it lol
No not saying that lol just saying I think game over screens could be handled better and would be way more interesting with some of the ideas I talk about in the last half
as a quasi hater I gotta say this is a really good video. might be your best
Appreciate it!
But companies want you to buy games, and if you spend so much times replaying the game to win, you wouldn't need to buy any more games for a long time!
Some of my favorite games are the Angband style of games, which are Roguelikes, many of which i have never finished, because spending hundreds of hours playing a game can get boring and frustrating and time is important!
This was an insightful video. My only critique is that Alber Camus' last name is pronounced cam-moo. Besides that great work. 😂
Pronunciation is my arch nemesis lol, thanks for the support
After losing a level 76 character on diablo 3 because my co op buddy ran into a room full of mobs I will never play permadeath or 1 save file game modes again lol
Ya they can be rough for sure 😂, doing it like hades is probably the way to go most times
2 tinks I don't understand. These game modes are always associated with harder game difficulties, why? These games won't generally offer equally rewards for failling.
There is generally positive and negative consequences in a choice, so games should branch so played feel immersed in theirs choices and respect theirs skills, even the average player like myself.
Suggesting "The Concil" for the way it manage the saving and the choice branching, where action are reflected in the playthrought
Definitely agree a game doesn’t need to be hard to have good failure states, and design by council sucks I prefer just one person taking the charge and being a real leader
I just finished "playing" INSIDE. What ? Why? That's it ? 💀😭
Love that game
The way I see it, it's a fictional story, the answer to what, why are pretty pointless as the writer might not have even thought of it, they can change it as many times as they wish. Whereas if a game is based on something rooted in reality it can quit at a cliffhanger and we can further ponder over it. That's just my thoughts.
@@ipointmistakes I agree.
New frankly day!
🎉
Love your videos dude, but man I would've appreciated a spoiler tag for Cyberpunk at the end 😅
Ya I saw some comments about spoilers in some older videos so in this one I put a big windup to any spoilers by mentioned I was going to talk about the endings but I might need to explicitly say spoilers or put it on screen
I'm here baby
❤️
Kudos for mentioning Stalker 2! I am quite sure that the modder community (which is enormous for the Stalker franchise) will implement an "honor" mode at some point 😉
Ya I am loving the game such an awesome experience
why does the thumbnail look ai generated lmao
I paid an artist to make it but it’s a mix 😂
ew ai art thumbnail
I paid an artist for it it’s rough 😂
@ credit your artist then, but also they absolutely used ai man. the lamp blends into the arm of the couch. the tv is sat on top of another tv. the skyline makes no sense and neither do the pictures on the wall
@ oh ya that’s what I’m saying, and I do whenever they ask for it check the other videos.
@@FranklyGaming then my original comment stands: ew ai art thumbnail
@@talluna8619 ya that’s fair I like AI and if it has the best result then I’ll use it, but that’s fine to not like it
All god m8 but roguelikes exist :)
Ya I mentioned hades think it’s a great example of how to do it great!
@FranklyGaming yea i saw. But imo the pinnacle is Noita. I mean yes you die and you are done with the run. You can only start again. But there is also a true game over. On the other hand you can also become so strong and with some ingame mechanic it is almost impossible to die
But i agree with the most. I played heavily modded fallout 4 where everyone, including me, was a glass cannon. 2 bulkets at most and you are dead. Where is the safe file? Well so long ago that you had to come back since one of the mods only allowed saves in your settlements. It forced you to use different mechanics like traps and mines since you couldn't just f9 and reload. Or f5 before combat....
You are packing quite a lot of assumptions on top of each other. By assuming "most people" are looking to "master" a game I strongly feel compelled to just walk away. Please. Don't project _your_ point of view onto others. I like hearing your opinions. But I don't like being coerced. By means of the "average person" device.
You're wrong
For that point it definitely can vary from person to person for sure but the overall idea of game over actually mattering I think works in almost all of them
Bye bye.
100% my man. Just a shame the majority doesn't agree.
0 views in 10 seconds bro fell off
I miss the old frankly