Well, timesinks are hardly challenging penalties. Skill at corpse-running or fighting trivial mooks between a save point and a boss doesn't separate the men from the boys. Neither does enforced exp grinding. The third example is especially poor, because games with mechanics that allow exp grinding but severely punish failure are actively encouraging the player to avoid everything until it becomes trivial. And even then, it's still better than the chance of losing difficult-to-obtain items, because that discourages the player from using, or even bothering to get, valuable items at all.Michael O said:Failure should always have a penalty like death. Players should be glad there's no perma-death or limited continues in the games they play. If there was, they would have to play the game well to keep playing. But those days are gone, no one wants to be hassled when they play poorly, and everything is catering to the lowest denominator. Sometimes I wonder why people don't give up entirely and watch a movie instead of playing a challenging game.
The key you are missing is that "hardcore mode" is an option, and generally is one that is only unlocked after completing the game for the challenge-mongers. It is not a core part of gameplay.LTK_70 said:That's a good point, but the sort of behavior that zero-death-rewards induce in the completionists is very similar to the 'hardcore mode' that erases all of your progress in The Witcher 2. The difference here is, quitting after one death is voluntary. If you absolutely have to have every single reward available, then yes, you'll feel like dying once ruins your entire game. But you don't have to stop playing, so the level of difficulty depends on the player, and if they are prepared to start over for a small bonus, then that is up to them.Optimystic said:No, those are infinitely worse - for the simple reason that screwing up even once makes you feel like your entire playthrough should be canned no matter how far you managed to get.
At best you will force completionist players into compulsively saving-and-reloading to avoid tarnishing their record - the very behavior you're trying to get away from. At worst, they won't be ABLE to save and reload, and instead be trapped at the mercy of checkpoints, at which point they will play frisbee with your game disk and play something that won't immortalize their failures in carbonite.
A mechanic like this will work best in a level-based game, like the indie platformers we get a lot of. There's no compulsive quick-saving possible there, and the borders of a level are often very clearly defined.
dastardly said:They don't want to experience a stiffer penalty. They want others to experience a stiffer penalty.
mythgraven said:dastardly said:They don't want to experience a stiffer penalty. They want others to experience a stiffer penalty.
Bingo.
Being punished for playing a game is and always has been a stupid idea. Sure, having an obstacle to overcome makes for better play in any game, but any emotional response on my part, other than "Oh, rats." is missing the point of playing the game.
On a side note, this is also one of the reasons why my attitude is souring towards WoW, and MMO's in general. The amount of hatred and vitrol people are oozing in those enviroments is frankly astonishing, and I hate feeling disgusted with people whom I do not even know, when they insist that things should be harder for others then they were for themselves.
Whiskey Echo!!
Mythgraven
It is my estimation that, if a game doesn't feel dangerous or challenging enough, it needs better gameplay, not a stiffer penalty for failure.teknoarcanist said:Death in gaming needs to die in general. The fact that we're still asking 'how do you make the players care without killing them?' makes me indescribably sad. It's like asking 'how do you induce peril in a book/movie without killing the main character?'
It's called plot. It's called action, tension, suspense, consequence...
Of COURSE the main character isn't going to die now. Of COURSE Solid Snake isn't going to be shot dead by some random guard. So why bother making me watch it? Why make me try again, in some kind of do-over time warp? What's the point? To prove that I did it wrong?
How about instead you jump to snake being captured, and have that sequence ready for me when I fail? And if I fail at a later portion in the game, you have a different sequence. And so on.
Plot-induced consequence > 'game over'
I liked how the developers of the newst Prince of Persia for 360 recognized this issue and tried to fix it. I liked less how they shrugged, threw their hands up, and had Elika save you every time you fell. Adding floors to the pits in a platformer does not address the fundamental problem of death in games, and why it happens. It's a weak shortcut, and it's lazy game design.
Which is really the only reason death still exists in games to begin with.
I guess what it really comes down to is a failure to clarify terms. If you're talking about a GAME--as in, fucking, checkers--then yes, you need a lose state.
If, on the other hand, you're trying to create one of these new, artful, experiences that push the boundaries of interactive fiction in new and unexpected ways...then there's really no way to justify slamming the player's head into a brick wall every thirty seconds.
In eve online the death penalty (if you have your affairs correctly in order) is the loss of the ship you were flying and all the stuff in it.dastardly said:A death "penalty" in games really should only serve to ensure that death isn't a normal play strategy. There are times when people use a quick death to fast-travel from one place to another, or use corpse runs to inch through an area without actually fighting... but other than that? It's bad form to punish a player for playing the game, and it's an even worse idea to punish them for taking risks once in awhile.Greg Tito said:Experienced Points: The Death of the Death Penalty
Is it time to retire the death penalty in games?
Read Full Article
Most of the death penalty proponents will almost always push for a "full-loot PvP" mechanic, claiming they want to feel the danger... but, of course, a quick look at the tactics they use shows they aren't the least bit interested in danger.
When someone pushes for a stiffer death penalty, I usually just invite them to self-impose the penalty of their choosing: drop some of your gold, take a 10-minute break, randomly delete one of your items, or something else like that. If they choose not to, the evidence is clear. They don't want to experience a stiffer penalty. They want others to experience a stiffer penalty.
In these cases, the "death penalty" isn't as much about penalizing the player as it is maintaining the viability of the economy. A lot of games don't really care about that anymore, as non-combat gameplay is increasingly marginalized.Sneaklemming said:In eve online the death penalty (if you have your affairs correctly in order) is the loss of the ship you were flying and all the stuff in it.dastardly said:A death "penalty" in games really should only serve to ensure that death isn't a normal play strategy. There are times when people use a quick death to fast-travel from one place to another, or use corpse runs to inch through an area without actually fighting... but other than that? It's bad form to punish a player for playing the game, and it's an even worse idea to punish them for taking risks once in awhile.Greg Tito said:Experienced Points: The Death of the Death Penalty
Is it time to retire the death penalty in games?
Read Full Article
Most of the death penalty proponents will almost always push for a "full-loot PvP" mechanic, claiming they want to feel the danger... but, of course, a quick look at the tactics they use shows they aren't the least bit interested in danger.
When someone pushes for a stiffer death penalty, I usually just invite them to self-impose the penalty of their choosing: drop some of your gold, take a 10-minute break, randomly delete one of your items, or something else like that. If they choose not to, the evidence is clear. They don't want to experience a stiffer penalty. They want others to experience a stiffer penalty.
Without this mechanism the pvp simply wouldnt work organically.
Going on the article in eve, this is a natural death penalty since its not something that can be avoided. It's interwoven into the economy, politics and gameplay of eve.
Its not so much about feeling the danger - you get used to that fairly quickly tbh, its more about the depth that can be added to a game by making pvp about resources, and not simply arbitrary "claim points" or however the game might handle it.