What I mean by this, is instead of when you fail and are met with a game over, the game finds some way to keep it going. Instead of being forced to reset to a previous save or an autosave checkpoint, the game's story continues in an interesting path. Are there any games like this?
Asking because in IRL TTRPG's, a lot of DM's will find reasons to keep the story going, no matter how ludicrous because I mean.. that's why you're there. Do games do this? What are some that do?
Outward! A relatively low budget but very enjoyable action RPG with surprisingly non-annoying and actually fun survival elements.
Whenever you die in Outward, a random "defeat scenario" occurs. Sometimes you wake up rescued by a stranger, sometimes someone brought you to the nearby town. And sometimes you wake up as a prisoner in a local thug camp and need to figure out how to escape.
Is there any scaled/linear progress in it? For example, I loved Subnautica because I loved the gameplay loop of finding a new resource, which let me craft a new item, which let me explore a new area and find new resources to craft more powerful items.
I wanted to like No Man's Sky for similar reasons, but it's too sandboxy, and there's no sense of purposeful progress and growth.
Not exactly linear, but the progress is apparent. There are no character levels. Instead you improve your equipment, learn new food recipes (powerful and very important buffs) and learn new skills. The various types of magic are particularly interesting. One of my favorite magic systems in games ever.
Nice, I was looking at this a while back but got turned off by references in reviews to poor combat and general lack of polish. Sounds like the definitive edition may have smoothed the edges enough to push it across the line. I'll add it to my list!
The combat is... unusual. Yes, "unusual" would be the best word. Not exactly great but it has its nice quirks. Things like traps and magic really shine. Melee is workable, but nothing amazing. It can be played in coop making traps and magic even more interesting, but it's perfectly viable as a solo experience (that's how I played it 90% of the time).
In terms of the polish I'd compare it to how the Gothic games felt back in the day. Low budget but with lots of heart. In addition to that, at first it felt weirdly empty, especially compared to the behemoths like The Elder Scrolls, but in the end I don't mind having only these 8-10 dungeons per map (there are 4 maps in the base game with 2 more in the DLC) with each one being memorable. Doubly so considering the limited resources of this developer.