# How Difficult Should Thrive Be?

**URL:** <https://forum.revolutionarygamesstudio.com/t/how-difficult-should-thrive-be/1112>\
**Category:** Gameplay\
**Created:** [August 17, 2024, 6:47pm UTC](https://forum.revolutionarygamesstudio.com/t/how-difficult-should-thrive-be/1112 "2024-08-17T18:47:19Z")\
**Posts on this page:** 1\
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**Author:** ![Deus](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/deus/32/1906_2.png) [@Deus](https://forum.revolutionarygamesstudio.com/u/Deus)\
**Post date:** [September 6, 2025, 6:16pm UTC](https://forum.revolutionarygamesstudio.com/t/how-difficult-should-thrive-be/1112/7 "2025-09-06T18:16:37Z")

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I really wanna avoid endorsing “meta-game” strategies such as that because it inherently suggests that our game is not built well enough to be above such a brutish solution. Since numerous generations of world development and events would be eliminated by loading a previous save, we would also be basically permitting players to readily consider any challenging events that occur to them as illegitimate, to the point that something like loading a prior save is valid. If we don’t present a playthrough as being legitimate enough to not warrant save resets, then that can lead to a slippery slope of players thinking everything they struggle with is broken.

It’s obviously something that gamers will do regardless, but it’s not something we should encourage in my opinion. I can also easily imagine players thinking that it’s a sign of an unpolished game if something so non-gamey was recommended: “I’m dying and this is the best you can recommend to me?”

If there were another solution to the death loop, I would think it would be an automatic free trip to the editor after 2 or 3 consecutive trips. But that also has an issue, since potentially not every build can be fixed with only 100 MP points - so we’d offer them a free trip to the editor, and then they could just spawn right back into a death loop. That’s why I think species switching could be better.

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