# The complexity of this game has surpassed non-optional permadeath

**URL:** <https://discourse.cataclysmdda.org/t/the-complexity-of-this-game-has-surpassed-non-optional-permadeath/5464>\
**Category:** The Drawing Board\
**Created:** [March 16, 2014, 8:26am UTC](https://discourse.cataclysmdda.org/t/the-complexity-of-this-game-has-surpassed-non-optional-permadeath/5464 "2014-03-16T08:26:25Z")\
**Posts on this page:** 1\
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**Author:** ![Reservoir](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/reservoir/32/28_2.png) [@Reservoir](https://discourse.cataclysmdda.org/u/Reservoir)\
**Post date:** [March 16, 2014, 8:46am UTC](https://discourse.cataclysmdda.org/t/the-complexity-of-this-game-has-surpassed-non-optional-permadeath/5464/3 "2014-03-16T08:46:16Z")

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No.  
Simply because you can explore a building, die from whatever reason and quick-load a save. Ta-da you know where the good equipment is.  
“Nothing interesting in the north road, better quick-load and take the south bridge!”  
“Bionic installation/mutation gone wrong? Just quick-load a save and try again” (happened in FO3 with the conversation stuff) This applies to conversations and crafting (and possibly other things I cant think of)

Fallout 3/NV has a quick-load option because all the rooms aren’t randomly generated. That mininuke is going to appear in the same spot everytime you start a game.

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