"If the player trusts you enough, they are not going to savescum": Why the makers of some of the best RPGs on PC want you to get used to failing
Several RPG developers discuss the concept of player failure in digital versus tabletop role-playing games. They explore how game design can encourage players to embrace failure as a narrative tool rather than something to be avoided through savescumming, emphasizing trust and agency.
Rock Paper Shotgun
- Entities
- George Ziets
- Torment: Tides of Numenera
- Tabletop RPG
- Mass Effect 2
- Player Agency
- Digimancy Entertainment
- Divinity: Original Sin
- Colin McComb
- Role-Playing Games
- Game Design
- Citizen Sleeper
- Beamdog
- Christoffer Bodegård
- Wasteland 3
- Planescape: Torment
Original source
This article was reported and published by Rock Paper Shotgun. feed.gg links to it as part of a story cluster — full text, images and rights remain with the publisher.