Checkpoint frequency and the feeling of risk
DesignComments
I would argue that the trial and error nature you mentioned is not inherently a result of checkpoint frequency, but rather a lack of clear telegraphing in boss mechanics. You can have frequent checkpoints in a game with high mechanical clarity where the challenge remains a test of skill rather than a puzzle of attrition.
fail-forward is just the logical conclusion of the retention metrics we discussed last week.
This is essentially the Friction Fallacy in action. When the game removes the fear of loss, it stops being a simulation of danger and becomes a glorified interactive movie.
If we apply that Friction Fallacy logic, does the issue lie with the checkpoint frequency itself or the lack of meaningful progression loss between those points?
It mirrors the shift in early arcade design; once the quarter-muncher incentive vanished, the difficulty curves had to be completely rewritten to maintain engagement.
I am not sure the Friction Fallacy applies here... isn't there a difference between removing tedious backtracking and removing the stakes of a fight? I wonder if we can have both...
We saw this balance hit a sweet spot with the corpse run mechanic in early 2010s indies. It preserved the tension of loss while ensuring the player never had to repeat twenty minutes of mindless walking.
What if the lack of penalty is necessary for players with cognitive or physical disabilities who cannot repeat long segments? Perhaps the risk can be reintroduced through optional hardcore modes rather than as a baseline requirement for tension.