Hey everyone! It’s episode 50 of Make Me A Gamer coming live to your earholes! We can’t believe we’ve made it this far, and to celebrate episode 50 we’re doing a throwback episode! Yes, that’s right, this week’s episode goes old-school as we recorded it back during our summer hiatus, and we’re releasing it as our 50th episode because we totally planned it like that, and it didn’t just happen to fall on a week where HarveyZ was busy and couldn’t record. Yup! Totally planned!
So join us for a throwback episode with no HarveyZ Snaps, no Game of the Week, no fun segments. Just unfiltered, chaotic discussion where we talk about weddings, Doctor Who, favorite TV shows, Harry Potter houses and what type of gamer each house would be, D&D alignments, and more! There’s also a fun throwback to TMan & HarveyZ discussing Fire Emblem Three Houses before it took over their lives! Enjoy this blast from the past and we’ll be back with up-to-date episodes next week!
(This episode was recorded on ????? 2019. Somewhere in July, before Fire Emblem came out.)
Back on track with a Tuesday episode! (Note: We talk about Overwatch League in this episode but this was recorded before the Blizzard controversy broke. We address the Blizzard/Hong Kong news in episode 47.)
This Week On Make Me A Gamer
Harvey Z Snaps: Fire Emblem vs. XCOM
Main Course #1: Fire Emblem Three Houses & the Overwatch League Grand Finals
Make Me A Gamer Minute: Deadly Premonition
Main Course #2: Fallout 76 helmet mold, Brain Age for Switch, and TMan’s feelings about The Last of Us
So I’ve been thinking a bit and I’ve decided that video games need to rethink the “game over.” In fact, I think the idea of a fail state in games is an unnecessary holdover from the games where you had lives and continues. Yes, having a game over and having to restart from a certain point adds challenge to the game. But in general, with the way games are developed nowadays, often times the fail state just adds aggravation to what is otherwise a wonderful gaming experience.
The problem, of course, is that most games are based around death. Killing enemies to progress is a large chunk of gameplay loops, and the easiest way to add challenge to the loop is for the enemies to, you know, kill back. Health bars/indicators/numbers are the main tracking agent and when you hit 0, time for a fail state to show you didn’t live up to the challenge!
But, and bear with me here, what if that wasn’t the case? What if we figured out a way for games to keep their challenge but eliminate the need to make the player feel bad because they didn’t shoot the guy with the one-hit KO attack fast enough? What if we eliminated the silly QTEs that if you missing pressing a single button you have to do an entire sequence over again?
I’m going to talk about some games that have recently opened my eyes to how good a lack of a fail state is, and how some games have been hindered because of fail states, and how some games have given you an illusion of a fail state but don’t actually have one and that’s what games should try to live up to.