The player may:
- continue playing
- revert (either starting a new game, or load a savegame)
- ditch the game and do something else.
Any kind of permanent disadvantage will discourage the player from the first option. A certain school of game designers then respond by making #2 even *more* painful* (remove the ability to save/load. Make you watch a 20 minute cutscene! Force you to delete your current character if you wish to start over".
And what they forget is that this just encourages the player to go for #3. You've made it doubtful that #1 will pay off, you're doing everything you can to punish the player for #2, so.... they go off to play another game.
So, why should I as a player choose to continue my game once I get permanently crippled?
Quote:However, I am now thinking, wouldn't it be cool if the hero (when he escapes) emerged limping, battered, bruised and with a broken body, by the skin of his teeth, so to speak? For this scenario to exist
Would it? How come? Would it be cool in gameplay terms? Would it feel more satisfying than escaping intact?
Remember, you're not writing a novel or making a movie. And your users are not spectators who want to know what happens next, they're cast in the role as the guy whose life just got a hell of a lot harder because he can no longer use his leg, is blind, and has only two functioning fingers left on his right hand.
It might be cool to watch a movie where the hero "emerged limping, battered, bruised and with a broken body, by the skin of his teeth". But how do you think the hero himself would feel about it? Would he think "Hey, that was awesome, a real kick. Getting crippled was totally worth it"? Does the hero himself feel it's a particularly good outcome? Wouldn't he jump at the opportunity to redo his escape if given the chance?