RolStoppable said:
When you die, you get dropped off somewhere close to where you died, with all the items you used during your failure being returned to you. There's no penalty. |
Do you want a penalty and if yes what kind of penalty do you wish for? And what exactly is the point in having a penalty?
When I die I know I failed. I dont need the game explain to me that I failed (I am smart enough to understand that myself.....)
I mean some people like to lose EXP/money/items or even lose their character when they die in games but for me being forced to do stuff again because I have to load from my last savegame/checkpoint which is from 10-30 mins ago is more than enough punishment. I hate doing the same stuff again (especially when its games where you have to watch cutscenes you cant skip)
Back to the initial post of yours:
I agree renaming normal to causal is pretty dumb because casual is more like "i have 2 minutes of time lets play a fast match of whatever" casual has not really something to do with how hard a game should be casual is more of an indicator for accessibility and whether or not a game can be played in short bursts etc. Tetris for example is "casual" and "hardcore". Mario Bros also is or Angry Birds.
Man it still bothers me that the gaming industry has no clue about well the gaming industry. Like devs calling Ps360 next gen in 2009 or something and the same happens with PS4X1 again....
And even by todays strange definition of casual being some kind of indicator for a difficult... normal in child of light is not really what people call casual.
No matter how you see it casual does not make sense. Tbh why not name it "mainstream"? I think that would be pretty suitable what do you think?








