Gameplay and Story Segregation: Difference between revisions

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=== Other games ===
* In ''Demonophobia'', a game with [[The Many Deaths of You|a lot of]] [[Gorn|interesting ways]] [[Trial and Error Gameplay|to die]], {{spoiler|you don't 'die and respawn' in the usual way; instead, the protagonist is revived some time later, with no memories of her deaths. This becomes important at the end of the game, where these memories are [[Despair Event Horizon|returned to her]].}}
* Part of being a good GM for almost any [[TableTabletop Top Role Playing GameRPG]] is realizing there is no such thing as Gameplay and Story Segregation. Players should have the opportunity to feel that their choices matter within the story, and you should be ready for canny players to save the prince who was supposed to die, steal the data that was supposed to be given to the [[Corrupt Corporate Executive]], or kill the villain you expected to survive a bit longer. A good GM will recycle the work he did on antagonists, introduce a new plot twist or element, and let the fun continue while still allowing the players a moment of feeling awesome. The same holds true when the players ''fail'' spectacularly. There's no [[Nonstandard Game Over]], only the players trying to carry on as best they can now that the prince is dead, the data is in the hands of the [[Big Bad]], and so on.
* In most ''[[Grand Theft Auto]]'' games, enemies that are said to be wearing armor just have their health super high so you need to put in a ton of bullets in them (this is usually on boss characters). In ''[[Grand Theft Auto Sand Andreas]]'', {{spoiler|Big Smoke}} is shown to be wearing body armor in the cut scene before the fight (yet the armor never physically appears on CJ's model if he has armor on). Like with real life body armor, the boss' torso is protected so shooting it does less damage, but shooting him in the head or anywhere else that is not protected will damage him a lot faster.