What's the best way to encourage players to improve?

What's the best way to encourage players to improve?

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Neither

Rape as punishment mechanics

Having the game murder their family and friends if they want to continue, or self-destructing if they choose not to.

Make it so they lose something, but can recover it without any penalty if they prove they can do it again without fucking up this time

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Neither of those. The best way is to make playing at a higher level more fun.

I feel like the returning to your last save point on game over mechanic would work best in like 90% of games, once you get used to saving before entering a dangerous area there isn't much punishment. Pity isn't really an option and losing money tends to turn good players into save scummers because dying in post game is losing the 2 hours of money grinding you just did.

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Game overs are for arcades games.

Offer nice little messages on the loading screen like "don't give up!" or "you can do it!" with a cute little neko smiling.

Or just design the game nonlinearly so they can go somewhere else and get a cool item to help them or experience.

Make the gameplay good so it feels good to play again.

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Each save reduces your HP by 1.

Penalize fuck ups and award wieners. I want my old fucking boomer games where I wasn't treated like a newborn.

this

Penalty with some witty way to prevent it

second post best post

Which has nothing to do with the image you've posted. In dark souls all you gotta do is get back to the green orb before you get rekt again and job done. Rinse and repeat

Getting gear that shows you're bad feels quite shameful imo. It definitely is something i try to avoid.
Though getting gear that makes the game easier after failing sounds like it'd have the opposite affect of encouraging someone to get gudder.
Penalties are just annoying imo. If its a fun or interesting game its not as much of a drag, but if the game is kinda shit or uninteresting its just gonna make me want to drop the game.
I agree with , it is a better alternative. Still frustrating, but thats how darksouls is. Not sure if every game should do it like they do, but they could come up with their own takes on it.

Depends on the difficulty setting
>Easy: Pity
>Normal: nothing
>Hard: Penalty

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have >webm related congratulate them whenever they succeed

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Yeah, that's showing you managed to get back to where you died without fucking up and dying again.

>hard difficulty
Left.

>easy difficulty
Right.

>normal
Nothing.

Fuck I want to lose to a tentacle monster and become a breeding slut while being milked 24/7 and pumped full of tentacle cum
Fuuuuuuuck

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Just use the pity armor
I cant join in to draw right now

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i fucking laughed

ask the player if they would want to lower the setting to "baby level"
if that doesn't at least inspire you to try at least a bit more then I don't know what would. If you're a gaming journo you're a lost cause though

>"You died"
>"You can lower the difficulty level in the options menu"

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Not really. It's easily avoided entirely. Spend all souls before a boss fight or difficult section. Nothing to lose, no need to pay attention to the green shit anymore.

sauce

>panties over the garter so she can keep garter on while you fuck
based

>let the player try again immediately
Could you imagine missing the time trial lap by 1 second and having to wait 30 minutes before trying again? How the fuxk are you supposed to get better if you barely get to actually experience the challenge?

>You died
>Easy Automatic mode has been unlocked!
>Would you like to switch modes now?

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>playing DMC3 for the first time in my teens
>die to Cerberus a few
>hey bro wanna play on easy
>turn off the game
I was ashamed of myself

This is, objectively and undoubtedly, the right answer.

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And what if you have to save your souls for something?

Im glad you caught that. Man of taste.
So many artists draw the garters over the panties and it drives me up a wall.

I dont know
Sorry

You can just run past every single encounter you previously engaged and dealt with to get to that point. You aren't forced to do anything that you did the previous time other than traverse to the same spot.

>award weiners

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Why should a player be encouraged?

Run, grab, bone home.

based

It's not lewd don't get excited

Give the game a Sands of Time-esque rollback mechanic, but while it does so, you see either pre-made or other players fighting the same enemy vs the same attack, and have Souls style phantoms demonstrating how to evade/block/counter a move, under the guise of a "bound to many strands of fate, these are the roads you can take" style moment. This takes place over a skippable amount of time to give the player a chance to cool off, take a breath etc and can be incorperated into the plot of the game.

Unlike Sands of Time though, make it much less common to be able to pull it off, the sort of thing you have to kill a number of enemies (determined by difficulty, naturally). Ultimately the game should expect a level of competency, but this should allow you to introduce new enemies without handholding people good at working out mechanics, and hopefully teach moderate players better playing techniques.

Then that's demonstrating adequate enough competency for progression.

Have you played any online game lately? I'm starting to see why almost every game is a cakewalk on normal or the normal +1 difficulty

>boss battle
>use a bunch of items
>die

Should you get your items back or not

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Pity mechanics actually frustrate me. Penalties I accept, but pity makes me want to quit.

it's because most people are philistines when it comes to fashion.

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There are reasons why RE4 is the best game ever made, and the dynamic difficulty is one of them.

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Which means you got to that same spot alive, user. You got better at avoiding danger/managing risks. Nobody said you have to kill all the enemies in your path again.

Yes.

DISH OUT PUNISHMENT BABY

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anyone who talks shit on this mechanic is a retard. dark souls is one of the few games that manages to properly and fairly punish death. you can get back to your souls and not lose anything besides human state, but dying introduces the risk of needing to go retrieve your souls that made dying legitimately something you didn't want to do because you couldn't just go back to the last save.

Right up until you get mobbed by the 30 guys you ran past? Would you really consider skipping every obstacle but managing to go 10 feet farther into the level to be progression?

Isn't God Hand like that too?

There should be no pity or penalty on death. Reaching a checkpoint should be the encouragement to the player with a fitting reward to congratulate them for beating the challenge. That's the incentive to keep going, knowing that you're about to get a cool reward when you git gud and beat the level.

I assume this is more to your liking, then?

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>Use items when fighting to a boss
>Lose
>Items are now returned to the location you picked them up from

The correct solution.

>those hips
>those fat indentations
UNF

But why look for a game to give you instant satisfaction? Isn't it meant to be challenging?

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I don't think it's a perfect solution, but it is an interesting one.

Chio-chan something something

Yea, which was a really nice idea. I think the one in God Hand could be better though, spamming the spot dodge button raises your level like crazy when it’s a very newbie thing to do.

1. Complete absence of technical difficulties
2. Addictive gameplay
3. Fast way to get to the "hard part"

They are both shit.

Games that consider themselves "hard" need to stop hiding behind harsh penalties. That's not hard that's tedious.

All games should be like Dustforce. On death you spawn immediately where you died; the music isn't even interrupted.

It reinforces the need to git gud while providing a punishment that is made less obtrusive by game knowledge and paying attention. Would work best in a non linear game though, and would only count for items used not items held when killed during a boss.

If you die once you've got them, you have to go get them again. If you retreat with a warp, then you still have to get through the spot you were getting stopped at. Progression is still gated by skill, and failures introduce something to make you more tense as you return to your choke point. Mitigating the risk of failure reverts your progression.

It's not unduly punishing. It's not pointlessly trivial. It makes you consciously strive to not die again. It's a fair and meaningful system.

I want a nympho azn gf to pound her fat butt for hours RIGHT NOW AAAAAAAAA

"Your resolve ignites a fire from within, of inspiration and desperation. Would you act upon this?"
(saying yes boosts critical rates and heightens stats by 20% until the area is complete)

Babymode.

Games are supposed to be tedious, it's kind of part of the whole content/reward cycle as a whole. You have to provide a player with inconveniences to overcome as conflict is essential to engagement.

I don't know if I agree with that. Tedium would only be tolerated if a game is really good. As a feature itself it isn't very good.

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Only if it makes you get one shot too. Berserk modes would be a good method of stress relief in a frustrating area while not inherently making them more easy.

Being able to walk up to a frustrating enemy and take larger chunks out of them would be satisfying, especially more so if risks are heightened too and could also change how you approach scenarios in the game world that would be beneficial to the player if they lost again while in a berserk state because it required them to be more careful despite being more powerful.

You ought to provide a player with challenges instead of inconveniences. It's less tedium you need to go for but rather a push against the player that grows stronger as they get more skilled.

Berserk mode would be fine, since most 'difficult' games *cough* souls *cough* pair all the cunty enemies that one shot you with massive health bars and huge combo chains, making fighting them so boring you have to try and take shortcuts and get hit

It is assuming a game in which items are not a requirement and only exist as boons to the player. Some items would of course be more selectively placed than others, and it would be more fitting of a non linear game.

>i should be able to die as much as i want and play the game like a complete retard
games are supposed to have at least some challenge to them shitter

items like what?
buffs? healing? debuffs?

Any consumable items.

holy fuck I want to impregnate Ai

>lose
>the game becomes harder overall
Any examples?

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no pity or penalty mechanics,game over is punishment enough

You wouldn't last that long bro,
Keep fantasies in the mind

game over is a penalty mechanic

>finally get past a point youve been stuck on
>no idea how long until next checkpoint
>need to go to work or do something important
its not a perfect system. theres a fine balance between too many checkpoints that avoids the above but makes the game too easy, and too few checkpoints that leads to the above often enough to disincentivize playing the game for people that are busy and can only allot so much time to games

XCOM is infamous for that.

What if every time you lose your character gets girlier but you're playing as a male character haha

Arcade games I guess, if you die you lose powerups and need to get em back and since later stages get harder and less forgiving they could technically be considered harder since you need the extra effort to get the upgrades back

Jak 2 and 3 did not replenish ammo upon death, so if you were in a mission that called for a lot of shooting, you were just boned unless you played things super safe.

how many deaths until you start doing this to your childhood friend haha

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Being a NEET nullyfies everything you just said

Multiplayer risk of rain i think.

then no, you shouldn't get them back
you invested items into a fight and lost the fight, therefore you deserve to lose what you invested
Healing items, maybe not so much but that depends on the game

This is the pinnacle of the concept. Having to defeat the enemy that killed you to get back what you lost is perfect.

laughing makes it creepier than it is, please stop.

Reminder that Roguelikes objectively have the best death system of any game

Pity

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Barely noticeable pity. Like in the psp(the only ones I’ve played) gow games you get very minimal health back when you die. You won’t really notice it too much but if you die a shit ton you get a small helping hand without it feeling condescending

Every roguelike with a 1up item

I have a hard time (ahahaha) getting to my orgasms, so joke's on you! ;_;

being a NEET also nullifies the validity of your opinion

I think MGQ has a counter on how many times you defeated and get raped. As well as what kind of attack made you cum.

The manga artist of chio-chan has made porn of chio-chan. I think before he even made the manga.
It features her getting raped during her building climb gag.