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That's completely the opposite of why games exist. If I didn't want a chance at forgiveness, I would just play real life.


There a lot of great, fun games with no redo. The entire concept of a roguelike is based on death being permanent and having to start over. FTL, Spellunky, The Binding of Isaac and Dungeons of Dredmor are all recent examples of games that embrace this unforgiving play-style.

However, I think forcing this into Sim City is just a bad idea, and contrary to my expectations from such a game.


Different games exist for different purposes. Not every game allows infinite saves and redos.


> Not every game allows infinite saves and redos.

I would argue that every single-player game is forced to allow infinite saves and redos, by the fact that virtualization with memory snapshotting exists. (For a networked game like this one, you must just first reimplement a "private server" for the client to talk to, and then run that within the same virtualized container, so that a snapshot tracks their combined state.)


You would be the mayor/god of multiple cities? How?




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