<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title>Trials on The Court of Count Stex</title>
		<link>https://home.thomsen-jones.dk/tags/trials/</link>
		<description>Recent content in Trials on The Court of Count Stex</description>
		<generator>Hugo</generator>
		<language>en-gb</language>
		
		
		
		
			<lastBuildDate>Mon, 25 Jul 2011 00:00:00 +0200</lastBuildDate>
		
			<atom:link href="https://home.thomsen-jones.dk/tags/trials/index.xml" rel="self" type="application/rss+xml" />
			<item>
				<title>Death by Trials and Limbo</title>
				<link>https://home.thomsen-jones.dk/archived/110725deathbytrials/</link>
				<pubDate>Mon, 25 Jul 2011 00:00:00 +0200</pubDate>
				<guid>https://home.thomsen-jones.dk/archived/110725deathbytrials/</guid>
				<description>&lt;p&gt;&lt;em&gt;In light of an upcoming Cane &amp;amp; Rinse on Limbo, I’m reposting my thoughts here:&lt;/em&gt;&lt;/p&gt;&#xA;&lt;p&gt;Failing in games has become more of a rarity in recent years. When we started out in the late 70’s you always had a life count, a number of retries before the game called time on your attempts and sent you back to the beginning. Born out of the arcades this was inevitable, however as we progressed and computers and consoles became the home to gaming such methods slowly started to ebb away and we moved to life bars and shields which eventually started to recharge themselves. Death became more of an unlikely scenario replaced by duck and cover techniques, trying an approach then falling back when it did not work to recover before trying again. Some see this as a lessening of games, of making them somehow worse. For me it’s more removing of annoyance. The idea is still the same, trial and error but removing the complete failure to a more unusual outcome and keeping the flow of the narrative going.&lt;/p&gt;</description>
			</item>
	</channel>
</rss>
