![]() As an industry, we’ve attempted this narratively, with player choice being increasingly pushed to the forefront of story-focused games, where bad decisions aren’t punished, but supported just as much as the good. When accepted as essential, player death robs the player of the chance to recover from failure, to push through an unwanted or unfavorable situation to reach a satisfying conclusion further down the line. As with most conventions, it’s not questioned nearly enough.
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