Quote:Original post by Avatar God
I don't see how your comments help for an FPS, makeshift. If you can kill one guy, die, ghost back, kill one guy, die, ghost back, ad naseum until you've killed everyone, FPS games would just downright suck.
In FPS games (and some other genres), the die-reload-die mechanic makes the most sense. I think the checkpoint system is the best that has been implemented so far, because it allows the designer to create "missions": segments of the game that must be completed without dying before you can move on.
In other types of games, such as RPGs and Stealth games, dying is an unfortunate "cheat" that is used to avoid the snowball effect in the amount of content needed to make realistic reactions to everything that you do.
My favorite solution, which would make the average marketing weasel squirm, is that not all games have to be 20+ hours long. Taking the extra 10 hours of content and interlacing it with the first 10 hours (add a dash of real, honest to god game design!) would make a game with enough depth and variety that the player will want to play it again to see what they missed.
With this mentality, you could come up with alternate failure conditions and react to them in an interesting way. Didn't beat the almighty Vibrating Blue Squirrel? He destroys your hometown and leaves you for dead, then he is in his castle as a "side-boss". If you managed to beat mr VBS, then your hometown is saved and you can take over his castle as your own base. (Note: this isn't the best scenario, but I'm supposed to be working so no time for brainstorming)
In short, death is not the only option. Without constantly worrying about "death", save points become trivial because both the failure and win conditions have interesting outcomes.
(Note: somewhat off subject, but this same design philosophy would allow the designer to increase the games difficulty while avoiding the frustration caused by dying over and over again)