I like death, except for the way it's actually done in most games.
The core of what I dislike about death as done in games is the step back. Being forced to redo what I just did, loosing experience, whatever -- it's annoying, it's frustrating, and it leads to repetitious situations where for every step forward you take it's two steps back. That's not fun.
Planetside had the closest thing to what I'd call "well done death". You didn't
lose experience, you'd didn't lose much other than your time -- half a minute to respawn, another minute to load up your gear and grab a vehicle, for example. You'd respawn at your forward base and continue on. Not great so far, just inconvenient.
The interesting part came about when you upped the stakes. You could try to flank the enemy and hit less defended outposts. However, without the support of the rest of the "Zerg" (as we called the main force that would constantly take the shortest path to the fight with the enemy), it was also the less supportable. I grouped with an outfit that specialized in this -- in our heyday flying platoons of infantry to drop and hold enemy bases until they flipped to our side.
Here's where the fun part of death came in. You'd often end up in situations where returning after respawning was downright impossible -- the enemy would reenforce en-mass and carpet bomb the hell out of their own base, destroying your AMSes (forward spawn positions) and trapping you inside, covering the base trying to work their way back in. If you respawned, at the extremes you could be facing a 10 minute flight back to the battlefront (at the extreme), and being forced to assault a base full of minefields and automated turrents -- not to mention the enemy. At times it was downright impossible to return to your defensive position. You often wouldn't get another chance at that base for quite some time if you lost, either -- the enemy outnumbered you to kick you out, and will continue to outnumber you there for awhile as they repair and rearm the base. Even when they've left, someone will be keeping an eye on it the next time to get the reenforcements there much faster.
So you'd have these alamos -- limited supplies, hunkered down around their command console desperately trying to hold on for the 15 minutes you needed to hold the base. Between exchanges of gunfire, you'd pass around dwindling supplies of ammo and healthpacks and trying to resurrect any of your dead comrades hanging around not hitting the respawn button.
No repetition -- just do or die.
And, in the grand scheme of things, you didn't loose anything you got to keep if you died and had to respawn. There'd be other bases to assault, others to kill, you lost no XP, equipment, or much else.
But at the same time, death was your doom. If you died anywhere but around the command console, you were out of that fight. If your valuable medics tried to come resurrect you, it could easily cost your team that battle if they too died -- so they usually wouldn't! If most of your team (or even just your medics) died just once, you lost that entire battle. And that gave meaning to holding out against superior numbers for those 15 minutes, meaning
beyond just "pwning them noobs lol".
There's a mechanic I want to see tried sometime. I call it "semi-perma-death". Sure, allow players to resurrect each other if they can. But if you die downright proper and will need to respawn? Give them a nice jolly roger across their screen.
Don't let them back in game for, say, an hour. Maybe a day. Maybe a week if you're a real bastard (I know I am!). Make death something to be feared...
without coercing the player into carebearing the entire way to level 99 if they ever hope to reach it. They'll get to do exciting risk taking things. Not because they're risking having to grind another million EXP, but because they're risking being dead to the world of the game. Gone. Downright proper.
At least for a minute ;-).
-- Michael B. E. Rickert