Hp is a short term resource that when lost you get an "instant gameover".
Attitition can also come from other long term "resources" that when lost you get a "delayed gameover".
A "Delayed Gameover" is one that If the player "messes up", they will be able to progress further but they will eventually die and will have to restart the game.
1) The player's bodyparts could take damage (not restorable by heals), potentially wounding them and risking to lose them, at which case you may end up with a character unable to equp items, and they would die from extreme bleeding.
2) Status effects that instantly kill you when their resource bar ends. e.g
a) deadly poison kills you at 10 tokens.
b) petrify kills you after 4 seconds of direct medusa look.
3) permanent stat loss, level downs, the player will be encouraged to dodge spider attacks that lower stats because else they will end with 0 str and 1 hp and instantly die.
4) item durability loss
Player Solution: a) keep multiple item sets. b) avoid getting hit.
You can convert the "Restart from new game" clause to :
"Restart dungeon from start" e.g you have to go back to town to reset your stats, durability, wounds, or to
"Restart from last checkpoint" : Thus the player has to conserve resources between 2 checkpoint.
In wow case, the checkpoints are [battle start, battle end] thus there is no attritition to that game, everyone starts with full hp/mana.
Minions in that game serve no purpose, only to delay you from getting to bosses (filler).
In permadeath, the checkpoint are [game start, game end], it leads to making the game feared (if you die its permanent), more difficult, however if you die you have repeat everything from start. Playing the first stage 400 times, when you have only played the last stage only once sucks.
Having a checkpoint system will allow the players to go back to the [checkpoint route] they messed up, to fix their mistakes. E.g finish the route with more resources thus allowing them to beat the next boss.
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#2n00b0dy
Posted 11 July 2012 - 07:55 AM
Hp is a short term resource that when lost you get an "instant gameover".
Attitition can also come from other long term "resources" that when lost you get a "delayed gameover".
A "Delayed Gameover" is one that If the player "messes up", they will be able to progress further but they will eventually die and will have to restart the game.
1) The player's bodyparts could take damage (not restorable by heals), potentially wounding them and risking to lose them, at which case you may end up with a character unable to equp items, and they would die from extreme bleeding.
2) Status effects that instantly kill you when their resource bar ends. e.g
a) deadly poison kills you at 10 tokens.
b) petrify kills you after 4 seconds of direct medusa look.
3) permanent stat loss, level downs, the player will be encouraged to dodge spider attacks that lower stats because else they will end with 0 str and 1 hp and instantly die.
4) item durability loss
Player Solution: a) keep multiple item sets. b) avoid getting hit.
You can convert the "Restart from new game" clause to :
"Restart dungeon from start" e.g you have to go back to town to reset your stats, durability, wounds, or to
"Restart from last checkpoint" : Thus the player has to conserve resources between 2 checkpoint.
In wow case, the checkpoints are [battle start, battle end] thus there is no attritition to that game, everyone starts with full hp/mana.
Minions in that game serve no purpose, only to delay you from getting to bosses (filler).
In permadeath, the checkpoint are [game start, game end], it leads to making the game feared (if you die its permanent), more difficult, however if you die you have repeat everything from start. Playing the first stage 400 times, when you have only played the last stage only once sucks. This is why none plays permadeath games, because it is not for casuals and require a strategy guide in order to avoid the repetition.
Attitition can also come from other long term "resources" that when lost you get a "delayed gameover".
A "Delayed Gameover" is one that If the player "messes up", they will be able to progress further but they will eventually die and will have to restart the game.
1) The player's bodyparts could take damage (not restorable by heals), potentially wounding them and risking to lose them, at which case you may end up with a character unable to equp items, and they would die from extreme bleeding.
2) Status effects that instantly kill you when their resource bar ends. e.g
a) deadly poison kills you at 10 tokens.
b) petrify kills you after 4 seconds of direct medusa look.
3) permanent stat loss, level downs, the player will be encouraged to dodge spider attacks that lower stats because else they will end with 0 str and 1 hp and instantly die.
4) item durability loss
Player Solution: a) keep multiple item sets. b) avoid getting hit.
You can convert the "Restart from new game" clause to :
"Restart dungeon from start" e.g you have to go back to town to reset your stats, durability, wounds, or to
"Restart from last checkpoint" : Thus the player has to conserve resources between 2 checkpoint.
In wow case, the checkpoints are [battle start, battle end] thus there is no attritition to that game, everyone starts with full hp/mana.
Minions in that game serve no purpose, only to delay you from getting to bosses (filler).
In permadeath, the checkpoint are [game start, game end], it leads to making the game feared (if you die its permanent), more difficult, however if you die you have repeat everything from start. Playing the first stage 400 times, when you have only played the last stage only once sucks. This is why none plays permadeath games, because it is not for casuals and require a strategy guide in order to avoid the repetition.
#1n00b0dy
Posted 11 July 2012 - 07:54 AM
Hp is a short term resource that when lost you get an "instant gameover".
Attitition can also come from other long term "resources" that when lost you get a "delayed gameover".
A "Delayed Gameover" is one that If the player "messes up", they will be able to progress further but they will eventually die and will have to restart the game.
1) item durability loss
Player Solution: a) keep multiple item sets. b) avoid getting hit.
2) permanent stat loss, level downs, the player will be encouraged to dodge spider attacks that lower stats because else they will end with 0 str and 1 hp and instantly die.
3) The player's bodyparts could take damage (not restorable by heals), potentially wounding them and risking to lose them, at which case you they may end up with a character unable to equp items, and they would die from extreme bleeding.
4) Status effects that instantly kill you when their resource bar ends. e.g
a) deadly poison kills you at 10 tokens.
b) petrify kills you after 4 seconds of direct medusa look.
You can convert the "Restart from new game" clause to :
"Restart dungeon from start" e.g you have to go back to town to reset your stats, durability, wounds, or to
"Restart from last checkpoint" : Thus the player has to conserve resources between 2 checkpoint.
In wow case, the checkpoints are [battle start, battle end] thus there is no attritition to that game, everyone starts with full hp/mana.
Minions in that game serve no purpose, only to delay you from getting to bosses (filler).
In permadeath, the checkpoint are [game start, game end], it leads to making the game feared (if you die its permanent), more difficult, however if you die you have repeat everything from start. Playing the first stage 400 times, when you have only played the last stage only once sucks. This is why none plays permadeath games, because it is not for casuals and require a strategy guide in order to avoid the repetition.
Attitition can also come from other long term "resources" that when lost you get a "delayed gameover".
A "Delayed Gameover" is one that If the player "messes up", they will be able to progress further but they will eventually die and will have to restart the game.
1) item durability loss
Player Solution: a) keep multiple item sets. b) avoid getting hit.
2) permanent stat loss, level downs, the player will be encouraged to dodge spider attacks that lower stats because else they will end with 0 str and 1 hp and instantly die.
3) The player's bodyparts could take damage (not restorable by heals), potentially wounding them and risking to lose them, at which case you they may end up with a character unable to equp items, and they would die from extreme bleeding.
4) Status effects that instantly kill you when their resource bar ends. e.g
a) deadly poison kills you at 10 tokens.
b) petrify kills you after 4 seconds of direct medusa look.
You can convert the "Restart from new game" clause to :
"Restart dungeon from start" e.g you have to go back to town to reset your stats, durability, wounds, or to
"Restart from last checkpoint" : Thus the player has to conserve resources between 2 checkpoint.
In wow case, the checkpoints are [battle start, battle end] thus there is no attritition to that game, everyone starts with full hp/mana.
Minions in that game serve no purpose, only to delay you from getting to bosses (filler).
In permadeath, the checkpoint are [game start, game end], it leads to making the game feared (if you die its permanent), more difficult, however if you die you have repeat everything from start. Playing the first stage 400 times, when you have only played the last stage only once sucks. This is why none plays permadeath games, because it is not for casuals and require a strategy guide in order to avoid the repetition.