I remember one day after reading yet another article covering POP with our accessibility philosophy summed up in 3 words, JC sent me a one line email: "Death != Challenge. ARRRGGGH!".
In a nutshell, we believe (and the philosophy is shared by many at Ubisoft) that a game can (and in some instances, should) be fun, rewarding and challenging _without_ being frustrating - the key to a truly accessible game, in our opinion. This is what we tried to create in POP.
Ludwig, an editor over at Joystiq, wrote a very interesting piece yesterday on POP and our save-me system and really hit the nail square on the head. He summed up perfectly three years of discussions within our team in his article and I highly recommend it. I particularly like this line:
If you've ever had to repeat a devious segment numerous times, you'll agree that "another go" brings with it the real punishment for failure: your character's life may be infinitely expendable, but your time is notAnd with that I will wish you all a very merry Christmas and a happy New Year. I'll be on the road for the next two weeks without much access to the net so won't be posting.