I think it could work in an MMO. It might give some excitement to a game which revolves around boring yourself to death.
In Oblivion and Fallout, you can turn it off.Crazzee said:Most games have an autosave function, you know.
If I ever get a chance to work on an MMO, I'd propose a "permanent XP" and a "temporary XP" system. Every time you gained XP, 1/10th of it would be permanent and the other 9/10ths of it would be temporary and, when you died, you'd lose all of your temporary XP and go back down to the level that your new XP total would support.Crazzee said:I think it would be interesting if an MMO decided to do this. People wouldn't take as many risks, and the PVP would be much more interesting, because instead of a minor annoyance, they would seriously lose their characters, and all of the work they did.
That's a pretty poor comparison. Those films are all iconic for the powerhouse acting allowing you to identify with the characters and also very well-written stories and script, meant to incite emotion rather than just fear. Permadeath is akin to being afraid of turfed out halfway through a film if you happen to cough. You might be afraid that de Niro will end up shooting himself in the russian roulette game, however that's the last thing on your mind because you're so focused on not coughing.Nutcase said:Apparently because it's trying to be a war game. If you have seen great war movies like Deer Hunter, Platoon or Das Boot, you know they aren't exactly cheery or full of badass action either. The very best parts of Das Boot are about a bunch of men sitting still in silence and being very afraid.
Of course it's an immersion breaker! The biggest one going! Having a player constantly worry about losing their save data is a massive way to lose immersion, because it stops you giving a toss about your character on an emotional level, which you do in, for example, Eternal Darkness. All you care about is saving them from being wiped. Think about it. You aren't afraid of, say, this bad guy who's shooting at you, you're afraid of the fact that if he hits you your save data will be gone! It's the ultimate 4th wall breaker, and as such the ultimate immersion breaker as well. If people are truly afraid of this, then they will not want to take the risk of losing their avatar, so they will spend more time than is reasonable in the simulator. It's a lose-lose scenario: If a player isn't afraid, then the mechanic has failed and the player loses their save data repeatedly. If a player is afraid, then you could argue the mechanic has worked to some degree but then they will not want to risk stepping out of the simulator, and will soon tire. And then their character will die.Nutcase said:Who said anything about spending most of the time in a practice arena? You said, "If a gamer wants to try something out, they should be free to do so without having the fear of having hours of hard work brushed into the bin." If you get some wild tactic idea, need to test a weapon or something, then popping into an in-game simulator for a minute would be a reasonable way to try it out - without fear - before you take it to battle. Doesn't break the immersion, either.
Would you buy a game if it wasn't entertaining? True, games can be a lot of things, but of all the things a game tries to do, they all need to be done in an entertaining way. Entertainment isn't just blowing shit up, you know. It's entertaining to grow attached to a character, it's entertaining to be afraid for them, and it's entertaining to be sad as they die, because it all takes place in a fantasy world than can touch you, but never hurt you. If this wasn't true, people would never watch anything other than Michael Bay films. Why watch a film that makes you scared, or sad, if you weren't also entertained by it? The same applies to video games.Nutcase said:Videogames only have one purpose now? What is it, and does it apply to movies as well?
In Mario, you avoid the pit because you want to get to the end of the level. You want to collect coins. You want to save the princess. It offers you a carrot for success, rather than a stick for failure. You talk as if games without permadeath somehow encourage a gamer to play as if bashing their head against a brick wall - as if they don't care when they die. With permadeath, you do not fear any objects in the game, you fear the game itself, and this is not entertainment, this is punishment. If I was playing Chromehounds, for example, I would fear death just as much as if I was playing a mech game with permadeath. Why? Because people don't want to fail! They don't like dying and realising that they just aren't good enough! I don't want to experience that, so I try very hard to pass the challenge! With permadeath, you are not fearing the death of a character or the failure itself, you are fearing your save data going out the window, along with it all your hard work and any emotional investment you may have made to that game. It's an extra stick that the game doesn't have to beat you with, but does anyway because the devs couldn't be arsed making it emotional any other way. You aren't upset enough that you failed? Well, we'll attack you, the player, personally by ripping the last 5 hours of your life out of your console and setting them on fire! Now you HAVE to be angry!Nutcase said:There is a game mechanic in Mario which kills Mario when he ends up at the bottom of the screen. When you play, are you afraid of the mechanic? Nope, you are afraid of falling into a pit.
And likewise, if your character can be permakilled by getting hit by an airstrike and not ejecting in time, that makes you afraid of missiles and bombs and possibly fumbling the eject.
Anyway, how can the devs of a mech game make the player fear the enemy as hard as they could with perma-death? You claimed this is possible.
Or COD4 on Veteran. Hell, even COD2 on Veteran.Bigeyez said:If done well player death can be good. The key though is making it actually work and not be frustrating. Steel Battalion is a good example. Player death makes sense in the game because the game is striving to be a mech sim. If you don't hit eject your dead.
Player death in say Halo would be a horrible idea. Think about playing Halo on legendary where one death equals game over...not fun.
I believe this is the root of the problem. We care too much about US. On ONE insignificant speck in the middle of a grand universe. The problem lies not within the game, but with the player. We cannot trial and error our way through everything, after all, we only get one life to live (so it seems). You don't see people "respawn" after a car accident, as much as we want them to come back. Sure, it was a mistake, but they're still gone. We can't, we shouldn't make death out to be some light thing where it's virtually ignored due to the absence of penalties. It's more serious than that. But it shouldn't be feared, either. You can't gain anything without risking something. You can't save the kingdom without danger of failing. Bad things happen, it is inevitable. This is why life is so meaningful, because of death. Without death, life would be meaningless, undefined, lacking substance.GuerrillaClock said:Of course it's an immersion breaker! The biggest one going! Having a player constantly worry about losing their save data is a massive way to lose immersion, because it stops you giving a toss about your character on an emotional level, which you do in, for example, Eternal Darkness. All you care about is saving them from being wiped. Think about it. You aren't afraid of, say, this bad guy who's shooting at you, you're afraid of the fact that if he hits you your save data will be gone! It's the ultimate 4th wall breaker, and as such the ultimate immersion breaker as well. If people are truly afraid of this, then they will not want to take the risk of losing their avatar, so they will spend more time than is reasonable in the simulator. It's a lose-lose scenario: If a player isn't afraid, then the mechanic has failed and the player loses their save data repeatedly. If a player is afraid, then you could argue the mechanic has worked to some degree but then they will not want to risk stepping out of the simulator, and will soon tire. And then their character will die.