Ouch, name and shame the brand?
Ouch, name and shame the brand?


This really depends but in general I’d say there has to be a balanced amount of both from both parties, if it’s relationships we’re talking about.


Bait. Right?


Oh interesting! I was also going to ask about games with that plot/narrative device in this post, but I typed so much to explain myself with the saves already I thought I might leave it for another occasion.
Yeah I don’t know if that game is anything like this, but one could say the player directly manipulates, influences, controls and /or gives information to the game protagonist… What if the protagonist could interact directly with you as a player? That’d be a cool concept to explore too. Cheers


This one rings a bell… I can’t remember much but I’ve heard it’s a good game


Lol okay this is taking the concept one step forward after breaking the wall, not exactly what I was referring to ( more of a narrative device, while what you describe sounds like also related to the mechanics of the game itself). But you got a point, there’s no shortage of cool stuff you could do with it


Alright, exploring, I like that, I take there is something about it that relates to my original question as well, will keep in mind. Thanks for the suggestion!


Nice, I haven’t heard about this one either. Thanks!


Never heard of it… Will keep in mind!


Yes, it seems to fit the bill pretty well. From all the comments I think I should definitely play it sometime


Nice … This would fit the bill too!


I don’t think I made my point clear enough. I don’t need anything special from the game mechanics, and I’m not talking about forcing some sort of arbitrary failure. It’s normal to reload a save once or twice for a tricky quest or boss. Most people don’t rage quit for doing so.
All I’m asking about is how the plot of the game handles the protagonist’s success. In most games, your character beats the quests or bosses and as far as the NPCs are concerned your character did everything perfectly just once, either because they got lucky or because they are amazingly skilled. But what if it was acknowledged that the real reason is they can see how things will play out if they did things differently, and/or they’ve had enough time in an alternate reality to hone their skills.
TLDR I’m talking about a narrative tool more than some weird gameplay mechanics.
Edit: from other comments I gather some games fit the bill, Undertale, Deathloop, and Dark Souls, maybe No Man’s Sky too.


No, I’m not saying keeping track of when you reload a save but simply have the NPCs and maybe even the main avatar acknowledge they know exactly what would happen if they did things differently, because they’ve already experienced it in another timeline.
You wouldn’t need to keep track of saves, just leave some dialogue lines that vaguely address this after the fact.


Thanks for providing some context! I’m definitely intrigued now, I’ll keep this one for my wishlist


Lol good old RuneScape


I would have never thought of a roguelike… Are we talking about stuff like shattered pixel dungeon? Hardly enough depth of plot and definitely a different run every time so repeating is nearly impossible.
As for Deathloop, that sounds really cool! That would fit the bill, cheers!


What?! That’s awesome haha


Okay and then what happens with your character? Does it resurrect or you spawn a different one?
Imagine having glutes strong enough to support your whole body weight plus that of someone else by clenching
Tarzan’s workout needs to be released to the public