Hmmmm
Punishing games being no fun?
But yeah, I do understand that punishment can kill off returns, and that it doesn't have to be challenging, but look at Bio-Shock.
Challenging? Oh hell yeah. To a point.
Punishment? ...there is any?
Frustration level: Enough for me not to want to play it anymore.
See, the reason some of us want to beat something is that we WANT to sweat blood and tears over something. We WANT to kick in the door with 1 health, circle-strafe a Tank while fighting off the fliers and finally wrestle the Princess away from the bad-guy.
But that's not gonna happen anymore, is it?
See, when you lose punishment, you lose challenge as well. Both are things that will push potential revenue away.
DCUO is frighteningly easy to get thru the challenge (1-30), and punishment is non-severe, so within a week you have people on the end game.
Eve,
Everquest have sick hard challenges, sick hard punishments and... still hold out against the Behemoth WoW.
WoW lets you sprint past the early levels now, and then stick into the HUGE, IMMENSE CHALLENGES, with pithy punishments.
That's a time-sink. And it draws revenues like a honey-trap.
I know that's why BioWare went for that model. It doesn't mean I have to like it, because in the end, it just makes games more safe, comfortable, and un-immersible. (That's the word I'll use 'til I find what the real one is.)
See, if death doesn't really mean much, you can use deaths. Hell, in
City of Heroes we'd often use up a Death at level 50 just to get back to base; because it couldn't really harm us.
But if there's a punishment there, Death MEANS something. Death MEANS you fucked up. That's a player-learning experience along with red flashing lights for danger.
I'm not talking about having Challenge AND Punishment, because
EVE puts me off due to that, and you're right - Challenge is Hard (Look how many people accuse
Civ or
Meat Boy of cheating), but that means we should be looking to death to punish us.
BUT...make those deaths avoidable.
In
City of Heroes, if I fire a fireball into +1 ranged critters, I'm dead unless my healer is on the ball.
In
DCUO, I still have a chance to get away, no matter how badly I'm in the shit.
On that point,
DCUO wins.
So, it's not
Nintendo Hard that we're after, just that we don't leap into a room, die, and then spy from the corpse over exactly what to do next time we go in.
Immersion in MMOs (Especially
Star Wars) should be paramount. Deaths should mean something, or that little immersion bubble is replaced by statistics.