levi
Still fresh, damnit!
Yeah, a fair few story-based games have a battle you need to lose in, although these days it's often reduced to just a cutscene.
For me a good risk/reward mechanic is important in giving me that 'one more go' feeling. In PGR1 on the xbox, your points would accumulate and only be banked if you could drive without crashing for a few seconds more. it was always a tossup between breaking for a corner and banking your points, or drifting round it and trying to increase your combo. Clip a barrier and you'll wish you'd banked a bit earlier.
The other thing that helps is having a quick reload mechanic. For me, memorably, VVVVVV got this just right - die in a room and you restart immediately, at the point you entered the room. I didn't enjoy dieing in that, except where I was trying out an idea to see if it's possible, but at least it wasn't too painful.
But I don't think there's any game I actively enjoy losing at.
For me a good risk/reward mechanic is important in giving me that 'one more go' feeling. In PGR1 on the xbox, your points would accumulate and only be banked if you could drive without crashing for a few seconds more. it was always a tossup between breaking for a corner and banking your points, or drifting round it and trying to increase your combo. Clip a barrier and you'll wish you'd banked a bit earlier.
The other thing that helps is having a quick reload mechanic. For me, memorably, VVVVVV got this just right - die in a room and you restart immediately, at the point you entered the room. I didn't enjoy dieing in that, except where I was trying out an idea to see if it's possible, but at least it wasn't too painful.
But I don't think there's any game I actively enjoy losing at.