What I mean by this, is instead of when you fail and are met with a game over, the game finds some way to keep it going. Instead of being forced to reset to a previous save or an autosave checkpoint, the game’s story continues in an interesting path. Are there any games like this?

Asking because in IRL TTRPG’s, a lot of DM’s will find reasons to keep the story going, no matter how ludicrous because I mean… that’s why you’re there. Do games do this? What are some that do?

  • Schaedelbach@feddit.de
    link
    fedilink
    arrow-up
    15
    ·
    1 year ago

    Hades! Whenever you die, you get reborn in the “house” of your father Hades. Dying and being reborn is an integral part of this game and is what keeps the story going. You also get to upgrade and unlock weapons that way. Highly recommend this game if you like fastpaced and smartly designed action games!

    • Instigate@aussie.zone
      link
      fedilink
      arrow-up
      7
      ·
      1 year ago

      That’s basically true of all roguelites, right? The whole genre is built around the idea of playing through, dying, and coming back stronger so you can go farther. I’m thinking Rogue Legacy, Dead Cells, Slay the Spire, The Binding of Isaac etc. etc.

      • Schaedelbach@feddit.de
        link
        fedilink
        arrow-up
        4
        ·
        1 year ago

        I played Rogue Legacy and Dead Cells combined at least 150h and only a bit of BOI. I know that in RL the shtick is that with every new run another one of your family is the character. And in Dead Cells you just use a new body every run. The stories in those games aren’t very elaborate and the games would just be as good as they are without story.

        Hades is different in that the story parts of the game are an important part of the experience (you go around and get to know a lot of different characters and find different ways to upgrade stuff) and that the main character Zagreus doesn’t really die - he is also a god. When you lose all hp you just get transported back to Hades and almost everyone there has new tings to say and the relationships develop over time.

        I don’t know how to explain it better but the main idea of a roguelite is clearly there the execution is way more elaborate and story heavy than RL, DC or BOI. Slay the Spire is on my imaginary backlog of games in need to play before I die.

  • superkret@feddit.de
    link
    fedilink
    arrow-up
    14
    ·
    1 year ago

    In Outer Wilds, dying is part of the story. There’s no way to save the game either, so when you quit it, it’s the same as if you died.
    Your progress is preserved through death, with an in-game explanation that ties into the story.

    The Stanley Parable also makes you start from the beginning over and over, but don’t be surprised if the game looks different after a restart.

  • Rose Thorne(She/Her)@lemm.ee
    link
    fedilink
    arrow-up
    13
    ·
    1 year ago

    This is an odd one, but Rimworld.

    If your colony is close to collapsing, you have a chance for a “Man in Black” event where a stranger in black comes in and, hopefully, turns it all around.

    But what if the MiB doesn’t trigger? Hell, what if they’re a pacifist pyromaniac with a meth addiction who wandered into a mass of cannibal sex slavers having a rave over the ashes and dies?

    Someone will eventually come. It might take in-game years, but eventually, a pawn will come and want to make those ruins home. You can try to rebuild.

    Admittedly, it can be quicker to just call it done and roll up a fresh colony over watching the seasons pass, but I like how even a complete loss doesn’t mean the story is done.

    • Kovukono@pawb.social
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      Wait, does that actually happen? I thought that was just a message and no one came, no matter how long you wait.

      • Rose Thorne(She/Her)@lemm.ee
        link
        fedilink
        arrow-up
        6
        ·
        1 year ago

        It can take a stupid long time, but eventually an event should cycle through saying someone wants to join the colony. There used to be mods to force the event after meeting certain conditions, but I have no idea if they’re still maintained.

  • morbidcactus@lemmy.ca
    link
    fedilink
    arrow-up
    8
    ·
    1 year ago

    Most of the comments focus on death states, as far as I recall you can totally beat TES 3 Morrowind after an essential npc dies. The game will tell you it’s doomed and will prompt you to load a save, but you are largely able to continue, just have to live with the consequences, it might be a pain to do or rely on cheese, but apparently technically possible.

    • sandriver@beehaw.org
      link
      fedilink
      arrow-up
      4
      ·
      1 year ago

      Yeah, there’s a “back path” that was originally intended to be found with a breadcrumb left if you went rogue and killed Vivec, but thanks to UESP’s documentation, you can find your way there at any point. Very fun for roleplay.

  • LoamImprovement@beehaw.org
    link
    fedilink
    arrow-up
    7
    ·
    1 year ago

    Disco Elysium is probably the best implementation of the ‘Fail Forward’ ideology I’ve seen in a game - not ‘Game Over’ per se, because running out of Health or Morale will give you a game over, along with some nonstandard endings, but failing important story-related checks doesn’t lock you out of the story, you’re just encouraged to go explore other parts of the world - raising the skill associated with the check you failed opens it up again, and certain objects, thoughts, or interactions can also open them up again. In the same vein, failing noncritical checks can often lead to more interesting and/or advantageous outcomes than succeeding. As an example:

    spoiler

    One red check (noncritical, can’t be retried) you make early on is to try to remember your name via Conceptualization. Succeed, and you’ll just admit to yourself that you can’t remember. Fail, and you immediately land on ‘Raphael Ambrosious Cousteau.’ You can then spend the rest of the game referring to yourself as RAC, with humorous reactions from pretty much everyone who hears it, and if you do it enough, you unlock a thought that raises your Savoir Faire and Espirit de Corps skills.

    Great game, by the way, highly recommend.

  • Sean Fern@lemmy.sdf.org
    link
    fedilink
    arrow-up
    7
    ·
    1 year ago

    Project Zomboid is less narrative than what you’re looking for, I think, but when you start again in the same world you can find your previous character as a zombie.

  • Nightwatch Admin@feddit.nl
    link
    fedilink
    English
    arrow-up
    5
    ·
    1 year ago

    In Chernobylite, when you die (either by getting killed in specific circumstances or by committing suicide in a special device), you get a chance to alter the past by changing decisions you made in the game, which will end up in changing the story and a whole lot of things like companions’ attitudes, weapons at your disposal etc.

  • sandriver@beehaw.org
    link
    fedilink
    arrow-up
    5
    ·
    1 year ago

    Odd Giants is based on the old MMO Glitch, and in that, when your character succumbs to empty stamina, you go to the underworld to recover. It’s a truly special game.

  • tetris11@kbin.social
    link
    fedilink
    arrow-up
    5
    ·
    1 year ago

    Kenshi. Though usually that means that your corpse was found by slavers, nursed back to health, and its up to you to find replacement limbs and then crawl/hobble/run away from the camp when no one is looking

    • Pichu0102@kbin.social
      link
      fedilink
      arrow-up
      0
      ·
      1 year ago

      Huh, is there an option for being immortal in Kenshi but in the “you are immortal but not invincible” way, so characters never die but they still need someone to come along to save them and fix them up before they can move again? I used to simulate this in Rimworld with the bleeding out mod that kept pawns from dying upon losing most vital organs for a very short time combined with a mod that made them regenerate lost parts at 10% efficiency until it fully regenerated, leaving them unable to do anything but still alive until recovery.

      • CALIGVLA@lemmy.dbzer0.com
        link
        fedilink
        English
        arrow-up
        2
        ·
        1 year ago

        No. But it’s actually kind of hard to straight up die in Kenshi, most of the time you’re just knocked unconscious for a while, sometimes you enter a coma while you heal back up and that can be dangerous as wild animals or slavers might find you and if you’re bleeding out that could be a death sentence. The only real way to just straight up die is to get beat up so hard you get fatally wounded on either your torso or head, but that’s incredibly rare.

  • Thembo McBembo@beehaw.org
    link
    fedilink
    arrow-up
    5
    ·
    1 year ago

    Rogue Legacy! You are a knight invading an evil wizard’s castle. When you die, your children take up your mantle and try again.

    Dying means you get to try again with a descendant that has different quirks, like “being left-handed” or “dwarfism”

  • apprehensively_human@lemmy.ca
    link
    fedilink
    English
    arrow-up
    5
    ·
    1 year ago

    Antichamber was pretty good for this. You would accidentally fall off a bridge or something and expect a game over, only to find an entirely new area to explore. There were no failure states as far as I remember.

  • espiritu_p@kbin.social
    link
    fedilink
    arrow-up
    5
    ·
    1 year ago

    I made some heavy mistakes in Act 1 of Baldurs Gate 3 and the game is still continuing, now with fewer options for characters that I can include in my party, because one died permanently, one left and one even refused to join.

    If that’s want you meant?

    • Pfnic@feddit.ch
      link
      fedilink
      arrow-up
      2
      ·
      1 year ago

      Did you raid the grove?

      Also I think what they meant is, that on a total-party-kill instead of having to reload a save, the game continues with a path to resurrection sub-plot or something like that.

      • espiritu_p@kbin.social
        link
        fedilink
        arrow-up
        4
        ·
        1 year ago

        No. Just killed too many Tiefling.
        First they held my friend Laezael hostage.
        Then they got aggro when I tried to read their mind. Then they wanted to imprison me for looting the corses - as if the corpses had any use for their possessions any longer. And in the end they interfered when I wanted to bring Zazza home through the remains of the Tiefling camp. As if they had not learned to that point…
        But even though i helped defend the grove (and the few surviving Tieflings) and they showed great gratitude to me for helping them, Karlach was no longer willing to join my team.

        • Pfnic@feddit.ch
          link
          fedilink
          arrow-up
          1
          ·
          1 year ago

          Sorry, I might have confused you there. I was giving an example for a sub-plot that, afaik doesn’t exist in BG3. Having to reload is probably not what OP was looking for

  • jrbaconcheese@yall.theatl.social
    link
    fedilink
    English
    arrow-up
    5
    ·
    1 year ago

    Planescape: Torment is an old PC RPG similar to Baldur’s Gate 1&2. Your character recovers from death in the morgue (which is where the game starts) and occasionally it will trigger memories in your character, who has amnesia of sorts.

  • LegionEris [she/her]@feddit.nl
    link
    fedilink
    arrow-up
    3
    ·
    1 year ago

    They’re oldies, but both of the Soul Reaver games and the Raziel parts of LoK: Defiance have a two tiered death system. (Minor spoilers going forward, but I’m talking spoilers for the opening cutscene from Soul Reaver, so I’d argue not real spoilers.) See, after having his physical vampire form thrown into the well of souls and falling through an endless abyss for several hundred years, Raziel exists first as a structurally sound spirit in a world where most things don’t maintain any resemblance to their corporeal forms after death. After being salvaged from the well of souls and set on a quest, he gains the power to create a corporeal form that resembles wretched wraith he has become in spirit. But that new corpse isn’t him, and destroying it doesn’t kill him. It just releases him back to the spirit realm, where he can regain his strength and manifest a new corporeal form. You can be killed in the spirit realm and sent back to a checkpoint, but the spirit realm is by and large far less dangerous than the physical. Very few threats can follow you, and the soul scavengers who populate most the spirit realm are little more than fodder for a creature like Raziel to slay and eat at his leisure. So you regain your strength, find a nexus between the worlds, and manifest a new body. It’s probably my favorite unconventional handling of death or failure in a game because of its comprehensive and essential connections to the story and lore of the series. Raziel is the beating black heart of the mythos of the series.

  • Deestan@beehaw.org
    link
    fedilink
    arrow-up
    3
    ·
    1 year ago

    Atrio: The Dark Wild - has you control a clone with a limited life span. When you die and resume from a new clone, the old clone corpse is lying around and you can harvest it for parts necessary to continue the story.

    Sifu - when you “die” your character ages and gets stronger before trying again.

    Karateka - plays a lot like a regular game with lives, but it’s not the same life. Every time you have to resume from a new life, it’s a different person attempting to get to the end.

    Shadow of Mordor - when you are killed by an orc, you resurrect from a spirit. The orc, however, gets high-fives from all his mates and gets promoted, plus some new skills. Next time you see him he will call you out.

    Hades - the entire story is based around you repeatedly failing and dying.

    Super Meat Boy - well basically you die and restart, but when you finally beat the level, you get an instant replay with all your failed attempts simultaneously playing on top of it. The effect is more glorious the more you struggled to beat the level.

      • Chariotwheel@kbin.social
        link
        fedilink
        arrow-up
        2
        ·
        1 year ago

        A DC game with the system would be interesting. Not necessarily Batman, but on the street level of Batman. You start with a bunch of known villains and random thugs and as you progress and take out the known fixed villains, you get to see the progress of your own rogues gallery. That would be amazing. You see a villain at the end of the game and know their origin story, which you may have been part of, you know where they earned scars, where they got equipment and what drives them.

        You know that’s not Evil McDouchebag that someone directly wrote. That’s the Evil McDouchebag that naturally occured and was forged in your play through.

        (I specifically mention DC because WB has the licence, so what’s keeping them)

        edit:

        Just saw that Monolith is actually working on a Wonder Woman game. Not quite street level, but otherwise I kinda might get my wish.

        • massive_bereavement@kbin.social
          link
          fedilink
          arrow-up
          1
          ·
          1 year ago

          That sounds fantastic. I would also rather start as a grunt that knows some martial arts or is good with gadgets and have a rockman/megaman mechanic that let’s you learn/open the skill tree from the enemies you defeat.

          That would mean that going for a big baddie can give you a big reward, but you’re also risking making it stronger.

          Plus it would give a boon to strategize lining oponents as you see what skills you need for defeating bigger enemies.