Have you ever played a game where dying is considered a gameplay mechanic? Games like Megaman, Prinny and Metal Slug are practically designed with it in mind. Using your mistakes as a guide, you learn and adapt the next time round.
However, the flip side is, even the best 2D platform players in the world would not be able to complete an entire new game without first seeing the new enemies or patterns.
Should this be the case, are designers rewarding memorisation and practice on one particular scenario instead of rewarding skills?
Compared to Street Fighter, Starcraft or Guitar Hero, practice also makes perfect, but you don't die per se, you lose a round and have the chance to improve yourself. Come the next Fighter, RTS or Music game, you can port over the skills wholesale, only taking a moment to learn the new things. Example, the leading Guitar Hero player who got 5 stars on the Van Halen song in a single day.
On another note, you have death as a plot device, 2008 Prince of Persia and Modern Warfare etc.
Where death isn't necessary as a gameplay mechanic, but more as a plot device, you could go through the entire two games on the first try without dying (falling counts) if you are good enough in platformers or FPS's.
Or like the suggested ideas for Heavy Rain, where if your character dies, you don't respawn, the story simply continues without you.
However, the flip side is, even the best 2D platform players in the world would not be able to complete an entire new game without first seeing the new enemies or patterns.
Should this be the case, are designers rewarding memorisation and practice on one particular scenario instead of rewarding skills?
Compared to Street Fighter, Starcraft or Guitar Hero, practice also makes perfect, but you don't die per se, you lose a round and have the chance to improve yourself. Come the next Fighter, RTS or Music game, you can port over the skills wholesale, only taking a moment to learn the new things. Example, the leading Guitar Hero player who got 5 stars on the Van Halen song in a single day.
On another note, you have death as a plot device, 2008 Prince of Persia and Modern Warfare etc.
Where death isn't necessary as a gameplay mechanic, but more as a plot device, you could go through the entire two games on the first try without dying (falling counts) if you are good enough in platformers or FPS's.
Or like the suggested ideas for Heavy Rain, where if your character dies, you don't respawn, the story simply continues without you.