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Redesigning Death

Jazzy

Wild Thing
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Since pretty much the beginning of video games, when you died you got a black screen and lost a life. Very little has changed since those early days. So how do we make death less boring and more meaningful?


Source

Thoughts?
 
IDK, to me dying in games is quite alright. I enjoy being able to get right back into the action and trying again. That's why I hate games that work with checkpoints, where you have to run back half an hour before you can try again. Elder scrolls for example does it much better, you can save your game right before the fight and try as many times as you like. Similarly I find a lot of these examples quite bad. While I enjoy some difficulty, I would truly hate a "punishment" like having to choose a different class upon death or have a character completely wiped out.

I get that game designers always want to try and be original, but when it comes to dying I truly think it's a matter of "why fix what isn't broken?".
 
Like what? There has to be some kind of "game over" in it.
Not really. Like you said, in TES you just reload a save, there is no real punishment if you remember to save often (and that should be a given). Having some sort of toggle that would autoload your save while applying some sort of penalty would be an interesting enough feature for some play throughs.
 
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