jl_
17
@Samuel_H_Young Yes, I was playing through a bit of it earlier today (unfortunately I’m not going to be free to play anything properly for a week or so) and noticed you definitely had these options present. Your method reminds me (and I’m not sure entirely as I haven’t had the chance to play all the way through) of the various Hitman/Thief games.
Within them, if you’re unfamiliar, the objective was definitely to kill or steal but there was ‘more than one way to skin a cat’. If you want a more contemporary example, take a look at Dishnoured too. The reason I’m against checkpoints - and perhaps you agree with this - is because they remove agency from the player in some respects. So say if I had suffered some grievous harm in my most recent encounter, I would like to make the choice to escape the next encounter but also in addition, to face great penalty if I made the choice to still go ahead all guns blazing anyway.
Egoraptor makes this point really well on his “Sequelitis” series, especially the <a href=http://www.youtube.com/watch?v=8FpigqfcvlM>Megaman video. If you get a chance, take a look at the rest of the series. Although some of his points are (deliberately?) silly, some of them are actually really good insight into game design.