The loss of the game is often composed of failure, but certain titles are defeated by design. Instead of punishment, defeat is the only way to move forward, educational tools, or forward. Properly proves that if you do it correctly, the loss may be as much as the victory.
Through script encounter, periodic design, or overwhelming probability, this experience emphasizes that the struggle is part of the trip. By accepting an inevitable defeat, they provide a rich emotional reward and unforgettable storytelling moments that can be resonated for a long time after the game is over.
Return
Learn with all losses
Return In the alien world of Atropos, repeated nightmares fill the players. All deaths repeat time to force the player to reproduce the cycle with new knowledge. The hostile environment is inevitably guaranteed to fail, but each frustration reveals clues to Selen's past and the mystery of the earth.
The defeat itself proceeds as it accumulates over permanent upgrades, sculptures and environmental familiarity. The game turns the loss into a discovery, separates the story from the death itself and requires the player to continue to fail until the end.
brightness
The story through numerous failures
brightness
- Released
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September 17, 2020
~ Inside brightnessAll deaths return Zagreus to the underworld alone. Rather than punishment, these failures develop stories and character development. The conversation between God and companion is evolved only after defeat and is essential for progress.
The Roguelike structure reconstructs dying by development. Weapons become stronger, deeper relationships, and knowledge expands only through repeated attempts. The inevitability of failure is coincided with the patience of the game and the family's theme, changing the defeat into a natural heartbeat of experience.
Sipu
Death means a new way
Sipu
- Released
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February 8, 2022
Sipu Defeat introduces a unique mechanical ball, the main character, so that each loss can bring experience and wisdom at health costs. This symbolizes the vulnerability of life and the balance between power and time, requiring the player to make a difficult decision on how to develop through the story.
The inevitability of aging does not know the story without loss. Players must face mortality in every fight, and defeat becomes the definition of the character's arc. Through this, mistakes can be mechanically influenced because mistakes can be abnormalities at the moment of learning.
Fear and hunger
Survival in the inevitable despair
Fear and hunger Survival dynamics and desolate tones are notorious. Lack of resources, cruel encounters and random misfortunes ensure that defeat is not only common but also expected. No matter how hard the player strives, all the roads are at risk of ruin.
Loss is part of the atmosphere and makes the player feel like he is always surrounded by death. Loss settings can be disappointing, but the next attempt is always better, and the player will get a sense of accomplishment when faced with failure.
Dark soul
It was made in mind that dying
Dark soul This is a poster child who actually failed the video game. The game is not only ruthlessly difficult, but also relies greatly on unexpected encounters and epidemiology that can only be understood after death, so there is no expectation that the player can overcome all bosses and try all areas for the first time.
Players may not be physically compensated for failure, but knowledge of a particular attack or hidden enemy positions can solve the world much more easily in subsequent attempts. If there is no Sabbath to hold hands and guide, the player must truly learn and grow to overcome the approaching endless death train.
Outside wild
Loop that can be mastered only through defeat
Outside wild Players in the solar system of destiny to explode every 22 minutes. Whatever they do, the collapse of the sun is inevitable. However, each loss is curious rather than frustration and ensures the constant sensation when facing defeat.
The certainty of defeat is urgent to explore and reconstructs knowledge as a true reward. Players should attract more attention than mechanisms than technology and memories. The only way to avoid is to fail until there is nothing to lose.
Dwarf Fortress
Failure is the basis
Dwarf Fortress It is designed to collapse by hunger, invasion or pressure due to the pressure due to hunger, invasion, so it is fun to lose. Defeat is organized in the simulation, and all falls are connected to the narrative, which is associated with the final loss that the player can be on the corner.
Each failure tells a story that is worth remembering. Whether the overrun failed by the goblin, the colonies caused by the flood, the dwarves canceled by their own waste, the inevitability of the collapse can be changed to the story generator, which can be as satisfied as success.
Wall world
Repeat the cycle repeatedly
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Release date: April 5, 2023
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Developer: Alawar
~ Inside Wall worldThe player guides the like a spider. However, there is no upgrade and limited resources initially, so the player must eventually defeat and try again using the new equipment found underground.
To go further, you need a lot of losses. Even if the player feels like it's near the top, another big barrier interferes. Death feels more likely to be more exciting than frustration because death feels more meaningful than the end because of the knowledge of death.