Intro to this series here: • Design Talk: an intro Sorry for the audio ducking here, I did these first few on my laptop in a hotel room, later ones will hopefully be with a proper camera!
Achievements like 'Clean Hands' from Dishonored really screws with Consequence Scope as it puts your entire playthrough at stake moment-moment. Making such achievements only be available after a regular playthrough might be a possible solution?
One thing I find quite interesting is incremental consequence scope. In my brain this breaks down into three things: - Local adaption to undo errors - global consequences for errors - perfectionism which makes the first global consequence feel much more significant than it actually is For instance in into the breach I have aborted runs because I missed something obvious and lost a pilot. In invisible inc you can lose agents but doing so feels less immediately frustrating because you have an opportunity to rescue them before ending the mission. You have a chance to get used to global consequences and convince yourself that it wasn't just a careless mistake.
That was a fascinating explanation of why the dagger feels so exciting! I'm loving this project, I hope you keep it up, Tom. Thank you for the insights!
Consiquence scope of taking damage verses taking time - taking time is actually removing a precious resource to me as an individual- my time alive on this earth. Precious seconds of human existence > health in slay the spire