On Death
There is an interesting video on the "Second Wind" channel discussing death. The author of this video does use the Souls games and a "good" example of a death penalty though I did have a disagreement with
@Brainy as he thought it was easy and not really a death penalty (if memory serves)
I'm one for a death penalty and I do think a death penalty should cause some fear in the player. It should also be harsh enough that it isn't used as a quick trip to town. Others think that death penalties dissuade players from harder content. It's my thought that this is dependent on the type of player as indeed some players will balk at attempting something difficult while others will rise to the challenge. This happened to me in Lord of the Rings Online as I was in a pickup group for an instance and we failed. I immediately said "let's try again" but the group didn't want to try again as they felt it was too hard and didn't want to die again and pay for the equipment degradation.
On "The Environment"
There is something additional in the video where the author expresses his displeasure on trying to grab a rope. He had difficulty grabbing it and of course fell to his death many times. Death penalty aside, some responses noted that he kept missing a slight bulge in the path where he would have easily grabbed the rope.
I've noticed that there are players who don't seem to "notice" the environment and what clues that environment will give the player in order to advance. One example is from my Skyrim mod where I've had players note that they couldn't proceed because they couldn't figure a way through the first challenge. One expressed great displeasure. Yet, I showed the area to a non-gamer friend of mine and they figured it out in seconds.
I wonder if games have trained some players in such a way that they just don't notice the environment or always look for an obvious mechanical way to advance such as a lever/switch? That maybe developers, in their work t get the player from one encounter to another have inadvertently trained players in such a way that it's more difficult for players to notice the environment and do some hard thinking. Just a thought.
Serph toze kindly has started a walk-through.
https://youtu.be/UIelCK-lldo
Comments
So this guy claims the game has no consequence to death but is very hard and dies all the time in the game. Yet then he whines how many times he dies because he cant grab a rope.
Now imagine if by dieing each time it completely reset his progress back to zero every time. This guy would have quit this game long before the rope. He cant even take the difficulty when there is no consequence let alone if there was one.
So what this guy really wants is an EZ mode game that has no death, but harsh consequences if by chance you accidently do die.
This is what kind of commentary you get from someone who doesnt even understand the consequences of what they are asking for. Clearly he doesnt want real difficult content & death penalties at all.
Kinda proves many people have no clue what they are talking about. Reasoning skills is like all skills. Some people have more than others. Clearly the video author is lacking, or just going off in a tangent without putting a tiny bit of thought into it.
I am not staying everyone is stupid, but this video certainly is.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I wish a game could find a death penalty that was not solely a time punishment. Or even make that crunch or punishment do other things, like having to watch dancers or listen to musicians in SWG.
Some day it will just deduct cash from our bank accounts directly.
The sci-fi based ones seem easier to convert because they have a “technology” to obscure it behind.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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It meant you could find just about anything on a mob if it had killed someone else.
Think about that, In UO 25 years ago they had more interesting looting/death mechanics than in today's games.
What a feeling that must have been, to defeat something solo, that so many failed to defeat, and usually in groups.
Once upon a time....
Once upon a time....
You hear a lot about why studios are not biting players with new releases as much as they used too, this is one of the reason why, we know (without even consciously thinking about it) that it will be a cake walk.
You can have more consequences for death but first you're going to have to design a game that doesn't take gear progression nearly as far. The primary source of power needs to come from the character themselves. This is even more realistic. Take a modern Kendo master (samurai martial arts) and a complete noob of the street. Give the noob the master's sword. Give the master a practice wooden sword. More than likely who is going to win that fight is the kendo master 100/100 times.
In real life it's far more about the training than the gear. If you could model games similarly I think you would have more wiggle room for death penalties that people would actually tolerate.