the Long Road Back: Why Do Games Still make You Retrace Your Steps?
The debate rages on in gaming circles: are “runbacks” - those frustratingly lengthy journeys back to a boss arena after defeat – a relic of outdated design, or a valuable component of the challenge? It’s a question that sparks passionate opinions, especially within the increasingly popular “Soulslike” genre.
Many modern games, like Lies of P, are attempting to soften the blow of defeat with more forgiving runback systems. this acknowledges a growing player expectation for a smoother, less punitive experience. But is eliminating the runback entirely the right move?
A Newcomer’s Perspective
Robert Purchese, a Eurogamer contributor relatively new to the Soulslike world, recently shared his struggles with Silksong. he found himself repeatedly frustrated by long runbacks after failed attempts, describing a moment of pure exasperation after a speculative jump into an abyss. “It’s such a fine line, isn’t it?” he noted, highlighting the delicate balance between challenge and enjoyment.
This experience underscores a key point: runbacks can quickly transition from challenging to simply tedious, especially for players unfamiliar with the genre’s demanding nature.
Beyond Soulslikes: A History of the Runback
Though, the concept of the runback isn’t exclusive to dark Souls and its imitators. Bertie, another Eurogamer contributor, drew a connection to his experiences with massively multiplayer online role-playing games (MMORPGs).
“There, I’ve been doing runbacks for years,” he explained.In older MMOs, dying in a dungeon frequently enough meant a perilous journey back to your corpse, or worse, forcing the entire group to replay meaningful portions of the level. This highlights that the core mechanic – the result of death requiring effort to overcome – has a long history in gaming.
* Early MMOs: Frequently enough featured non-instanced dungeons where enemy respawns blocked progress, demanding a full group reclear.
* World of Warcraft: Introduced corpse runs, requiring players to retrieve their bodies, often through dangerous territory.
* Roguelikes: Embrace the runback as a core element,with each death resetting progress and requiring a fresh start.
This broader context suggests runbacks aren’t simply a quirk of the Soulslike genre, but a design element with roots in various gaming traditions.
The Value of the Journey
So, what’s the argument for keeping runbacks? They can:
* Increase tension and risk: Knowing a long journey awaits after defeat adds weight to every encounter.
* Encourage learning and adaptation: The time spent retracing your steps allows you to analyze your mistakes and plan a different approach.
* Enhance a sense of accomplishment: Overcoming a challenging boss feels even more rewarding after a arduous runback.
* Build world familiarity: Repeatedly traversing the same areas allows you to learn the layout and discover hidden secrets.
Ultimately, the effectiveness of a runback depends on its implementation. A well-designed runback isn’t just a punishment; it’s an integral part of the game’s overall experience.
The Verdict? It’s Up to You.
We find ourselves at an impasse, with valid arguments on both sides. Is the boss runback an outdated design element that deserves to be retired? Or does it still hold value as a challenging and rewarding component of the gaming experience?
the answer,as they say,is over to you. What are your thoughts on the runback? Do you embrace the challenge, or do you wish developers would leave it in the past?










