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Nonlinear campaigns #561

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olofson opened this issue Nov 10, 2020 · 0 comments
Open

Nonlinear campaigns #561

olofson opened this issue Nov 10, 2020 · 0 comments

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@olofson
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olofson commented Nov 10, 2020

With #560, we would have a more definitive game over condition, and as it is, that would render terminate the ongoing campaign, and the player would have to start a new one. While that's perfectly fine and appropriate for a hardcore skill level, it might be a bit harsh on players who are not specifically interested in beating the whole game without "dying."

To remedy this, without entirely removing the "cost" of failure, I propose introducing a nonlinear campaign structure, offering a more fine-grained subdivision than "the whole game." This would open up some new possibilities:

  • The consequences of running out of rewinds/spawns can be restricted to one "mission." (Region, level, or some other subdivision.)
  • Failing and retrying a "mission" is more of a fresh start, reducing the risk of getting stuck in a campaign dead end.
  • Stages do not necessarily have to be completed in order.
  • Optional challenge/bonus levels can be introduced.
  • Completed levels can be revisited within the campaign.
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