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David Cage continues his war on conventional game tropes in Beyond: Two Souls, telling Joystiq that the game will not feature a fail state or Game Over screen.

“I’ve always felt that ‘game over’ is a state of failure more for the game designer than from the player,” Cage told Joystiq during Gamescom. “It’s like creating an artificial loop saying, ‘You didn’t play the game the way I wanted you to play, so now you’re punished and you’re going to come back and play it again until you do what I want you to do.’ In an action game, I can get that—why not? It’s all about skills. But in a story-driven experience it doesn’t make any sense.”

According to Cage, consequence of choice, action, and inaction in Beyond results in divergent story paths to change up how the player must progress. For example, one scene involves Jodi evading police pursuit that culminates on the roof of a train. But if players fail to evade police officers chasing after Jodi, she’ll be captured and players will have to aid in her escape.

In essence, “failure” in Beyond is rewarded with its own unique narrative branching point—something that “successful” players won’t be privy to.

As for death-death, which is the central theme in Beyond, Mr. Cage was predictably cagey.

Beyond: Two Souls launches exclusively on PS3 October 8 in North America, October 11 in Europe.

Beyond: Two Souls Won’t Contain Any Conventional Fail States, Game Over Screens

By | 08/23/2013 03:07 PM PT

News

David Cage continues his war on conventional game tropes in Beyond: Two Souls, telling Joystiq that the game will not feature a fail state or Game Over screen.

“I’ve always felt that ‘game over’ is a state of failure more for the game designer than from the player,” Cage told Joystiq during Gamescom. “It’s like creating an artificial loop saying, ‘You didn’t play the game the way I wanted you to play, so now you’re punished and you’re going to come back and play it again until you do what I want you to do.’ In an action game, I can get that—why not? It’s all about skills. But in a story-driven experience it doesn’t make any sense.”

According to Cage, consequence of choice, action, and inaction in Beyond results in divergent story paths to change up how the player must progress. For example, one scene involves Jodi evading police pursuit that culminates on the roof of a train. But if players fail to evade police officers chasing after Jodi, she’ll be captured and players will have to aid in her escape.

In essence, “failure” in Beyond is rewarded with its own unique narrative branching point—something that “successful” players won’t be privy to.

As for death-death, which is the central theme in Beyond, Mr. Cage was predictably cagey.

Beyond: Two Souls launches exclusively on PS3 October 8 in North America, October 11 in Europe.

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