In linear single player games lowering the cost of failure is a powerful way to encourage aggressive play. Games like Super Meatboy don't even make the player wait after death, encouraging the player to keep trying immediately.
In multiplayer games, looping maps discourage tentative play. Remain in one space too long and get flanked.
I like the way World of Tanks discourages cautious play with scouting and artillery
In multiplayer games, looping maps discourage tentative play. Remain in one space too long and get flanked.
I like the way World of Tanks discourages cautious play with scouting and artillery