
Either of these can be fine experiences, depending on what you want. The former is more rewarding, but not always what you want after a long day at work.

As long as there are frequent checkpoints like in VVVVVV, there's no problem in deaths as a teaching tool. Beats a convoluted tutorial.J T wrote:It's interesting that some of you have mentioned trial-and-error as a major problem for difficulty. Part of why I made this thread is because Kieron Gillen (whom I like as a reviewer) just hated Limbo. He claimed it was poor, even rude design to make a game that relies so heavily on you learning the rules of the game by means of repeated death.
Here's him in a debate with John Walker over Limbo's form of difficulty:
http://www.rockpapershotgun.com/2011/08 ... out-limbo/
The problem with trial and error is that it's unfair, removing player choice. However, that doesn't make certain trial and error elements always bad or that an unfair game element is bad.J T wrote:It's interesting that some of you have mentioned trial-and-error as a major problem for difficulty.