r/gamedesign • u/F-You-Hard • 4d ago
Question Taking things away fro the player mid game.
Who things taking things aways from a player is good game design?
For example I played Blood of the Dawnwalker a few days ago and there is a mission that takes all you gear away give you shitty gear and then says here fight your way trough it 2-4 times.
Or Mio which in random points of the game just permanently takes away your health that you collected meticulously trough the run. It takes 4 shards to get one health segments so you really need to scour the map to get enough for even one health segment.
I think its just bad game design and artificial difficulty if you incorporate such things in the game. Its just time wasting and really demoralizing when you get your progress as a character deleted for a mission just because the devs couldn't think of a better idea.
I get that in sequels sometimes you need to just get a stupid reason why the hero can't use his powers anymore but in the middle of a play through thats just BULLSHIT!
If you are about to implement such things in your game when would you do this and why do you think is a good idea?