1 | In the earliest days of video games, it was [[NIntendoHard all but guaranteed]] that players would become intimately familiar with the GameOver screen. Games were exceedingly difficult, requiring a massive amount of patience to finish. However, in most if not all cases, this difficultly was not a deliberate, artistic choice, but one of inexperienced developers and technological limitations, leading to countless [[FakeDifficulty cheap moments of difficulty]]. |
2 | |
3 | As time has gone on and video game development has become more understood and more advanced, these cheap moments have been reduced dramatically. Challenges have gotten a lot more fair and accessible so that people don't have to spends hours upon hours perfecting their gameplay. Even the very concept of VideoGameLives is largely only seen in deliberately {{Retraux}} games these days. Some games take it a step further and remove the concept of a failure state altogether, making it so it is literally impossible for your player character to die. |
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5 | !!Examples: |
6 | |
7 | [[foldercontrol]] |
8 | |
9 | [[folder:Platformer]] |
10 | * ''VideoGame/{{Gris}}'': At no point in the game is it possible for Gris to die by failing a challenge. Fall off a platform and you just land on a lower level and can immediately make your way back up to try again. |
11 | * ''VideoGame/PrinceOfPersia2008'': Failing a jump will result in Elika grabbing the Prince's arm and pulling him to safety. Failing in combat will just result in the enemy having some of their health restored. |
12 | [[/folder]] |
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FollowingContext Sandbox / NoFailureState
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