Hades and Pyre diverge from this by challenging the idea of what it means to fail. We develop habits of reloading our save files when we think we might fail, to avoid the disappointment of hitting the point where we actually do. Historically, games have been built around the avoidance of failure. It's a philosophy that forces you to relearn your fundamental understanding of how games work. Why do those conventions exist at all? So with Pyre, we said there would be no 'game over' at all, because thematically this is a game about learning from your losses, picking yourself up after the defeat, and seeing something through, no matter what happens." But we like to call those underlying assumptions into question. "You fail and go back to the checkpoint, or lose a life, or something. "It's something intrinsic to most games with any sense of challenge, right?" Kasavin asks. Just as in the real world, you live and you learn. When you die in Hades or you lose a Rite in Pyre, the story continues. There's no punishment for failing at all, actually. There are no checkpoints or 'game over' states. What truly sets Hades and Pyre apart is the way they approach failure.
0 Comments
Leave a Reply. |