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Yes

If you offer choices to the player, but there is only one that yields positive results, then yes, that is bad design.

I do not write video games, but a lot of Table-top RPGs. I always think of success in multiple levels or factors. This allows for the PCs to go "well shucks, we almost got 'im, but at least we [...]"

This also increases the threads for a sequel...

5-point success scale

Instead of one "happy path" and a bunch of bad ones, try and think of successes based on a scale that goes:

Best/ Good/ Okay/ Bad/ Worse

Best: Kill the villain, marry the princess, get the loot Good: Kill villain, get some loot Okay: Villain defeated Bad: Villain escapes Worse: PC defeated, princess killed, loot spent by villagers on Christmas ornaments.

  • Best: Kill the villain, marry the princess, get the loot
  • Good: Kill villain, get some loot
  • Okay: Villain defeated
  • Bad: Villain escapes
  • Worse: PC defeated, princess killed, loot spent by villagers on Christmas ornaments.

Multi-facet victory

Similar to the previous, but there are multiple levels and different elements that can be used to determine success. From the previous example:

Villain: Killed/ Escapes/ Wins Princess: Married/ not married/ killed Loot: A lot/ some/ none

  • Villain: Killed/ Escapes/ Wins
  • Princess: Married/ not married/ killed
  • Loot: A lot/ some/ none

This creates a success matrix where you can fail one thread, but succeed at the other two.

Yes

If you offer choices to the player, but there is only one that yields positive results, then yes, that is bad design.

I do not write video games, but a lot of Table-top RPGs. I always think of success in multiple levels or factors. This allows for the PCs to go "well shucks, we almost got 'im, but at least we [...]"

This also increases the threads for a sequel...

5-point success scale

Instead of one "happy path" and a bunch of bad ones, try and think of successes based on a scale that goes:

Best/ Good/ Okay/ Bad/ Worse

Best: Kill the villain, marry the princess, get the loot Good: Kill villain, get some loot Okay: Villain defeated Bad: Villain escapes Worse: PC defeated, princess killed, loot spent by villagers on Christmas ornaments.

Multi-facet victory

Similar to the previous, but there are multiple levels and different elements that can be used to determine success. From the previous example:

Villain: Killed/ Escapes/ Wins Princess: Married/ not married/ killed Loot: A lot/ some/ none

This creates a success matrix where you can fail one thread, but succeed at the other two.

Yes

If you offer choices to the player, but there is only one that yields positive results, then yes, that is bad design.

I do not write video games, but a lot of Table-top RPGs. I always think of success in multiple levels or factors. This allows for the PCs to go "well shucks, we almost got 'im, but at least we [...]"

This also increases the threads for a sequel...

5-point success scale

Instead of one "happy path" and a bunch of bad ones, try and think of successes based on a scale that goes:

Best/ Good/ Okay/ Bad/ Worse

  • Best: Kill the villain, marry the princess, get the loot
  • Good: Kill villain, get some loot
  • Okay: Villain defeated
  • Bad: Villain escapes
  • Worse: PC defeated, princess killed, loot spent by villagers on Christmas ornaments.

Multi-facet victory

Similar to the previous, but there are multiple levels and different elements that can be used to determine success. From the previous example:

  • Villain: Killed/ Escapes/ Wins
  • Princess: Married/ not married/ killed
  • Loot: A lot/ some/ none

This creates a success matrix where you can fail one thread, but succeed at the other two.

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JP Chapleau
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Yes

If you offer choices to the player, but there is only one that yields positive results, then yes, that is bad design.

I do not write video games, but a lot of Table-top RPGs. I always think of success in multiple levels or factors. This allows for the PCs to go "well shucks, we almost got 'im, but at least we [...]"

This also increases the threads for a sequel...

5-point success scale

Instead of one "happy path" and a bunch of bad ones, try and think of successes based on a scale that goes:

Best/ Good/ Okay/ Bad/ Worse

Best: Kill the villain, marry the princess, get the loot Good: Kill villain, get some loot Okay: Villain defeated Bad: Villain escapes Worse: PC defeated, princess killed, loot spent by villagers on Christmas ornaments.

Multi-facet victory

Similar to the previous, but there are multiple levels and different elements that can be used to determine success. From the previous example:

Villain: Killed/ Escapes/ Wins Princess: Married/ not married/ killed Loot: A lot/ some/ none

This creates a success matrix where you can fail one thread, but succeed at the other two.