Original post by nuvemQuote:
Original post by Sandman
Death in games is generally such a pointless affair; a short trip to the Load Save Game screen, followed by a small bit of frustration at having to redo part of the game, and then you're back to where you were.
What is particularly interesting about this point, and identified in OrangyTang's player-story, is the failure of death as a game mechanic to actually force a player to adjust their play style. It is interesting because death as a mechanic is applied broadly across all methods of failure. A player who charges in recklessly receives the same response from the game as a player who runs out of ammo at a bad time.
Which begs the question: Are some of the issues resulting from death as a mechanic a failure of a mechanic, or a fault of the broad application of it?
Should we be applying separate mechanics based on the conditions of failure?
An interesting idea, but do you not think by singling out strategies and reward/punishing them differently would be counter-productive. If I want to throw all caution to the wind, why should I punished for playing in that particular play style? You would end of forcing players to play the system, tricking it in to always giving a leaner penalty for failure. Also, it would be virtually impossible to make a perfect system, so there would always be times when this just made the game more frustrating when you felt that the death was just unlucky, but you got punished on the basis of you being reckless.