Quote:Original post by Kest
One problem is that when the player has been given the capacity to change events, it's difficult for them to accept that this one event, regardless of its negative impact, is unchangeable because the designer says so.
Once it's an unchangeable event, the player shouldn't feel he's being punished. If you've invested a lot of time building and equipping a character, it doesn't feel fair if that character is taken away from you for "no apparent reason" (that is, you're not being punished for anything you did in the game, you've just reached the point in the game where that character dies).
If it's a linear path of rewards and punishments, I think it might be easier to pull off. If in some Zelda game, progressing through the story, the player has to get a wooden sword, then a proper sword and then some fancy hat, then you might be able to get away with removing the sword and hat at some later point in the story. The player is "just" progressing through the story, which causes those four things to happen in that order. If you additionally set his health back to 3 hearts, while he's been collecting a lot of secret heart-pieces and such, and also removes that golden sword he got from that optional cave, you're suddenly rendering a lot of previous effort useless.
The same would apply to character deaths. If at this point in the game, you have this character with just those stats, it might work out taking it away (for now ignoring the chance of the player having built his own character in a certain way because that goes really well with the soon-to-be-dead one and such). If it's one you can invest a lot of "additional" time in, building and hunting down equipment for, I don't think it will work out that good.
Edit: And on that note, character deaths that can be avoided, but takes the story in some other direction, sounds rather interesting.