MountainWest said:
...With the unlimited quicksave option presented in most games you never ever have to feel any tension. You're always a quickload away from doing the right thing. A dungeon riddled with traps is a prime example. Will you use your thiefs timeconsuming "detect traps"-skill in every damn hallway or will you quicksave, walk through it, and then quickload if there was a trap?
I think this is largely a case of getting the design right in the first place - so that you don't feel like skipping elements or reloading.
For example, with your thief's detect traps skill, there should be two options:
(1) Make it very quick (perhaps with game time passing in a second), and very simple (if not automatic) to activate.
(2) Make it an intesting process.
Making something which is an annoying, time-consuming, uninteresting process is bad design. It should be fixed.
I know that not all players would do the second thing, but I'm one of them that would and it bugs me. I'm fucking addicted to quicksaving.
If you are addicted to the point where you start doing it automatically in new games, I think you'd enjoy things more (eventually) by making a conscious effort not to. [try doing 20 or 30 pushups/situps for each reload - soon enough the pain will be too much to even consider reloading - and you'll be getting excercise: it's a win-win] [[[yes, I've done this. Yes it is worrying]]]
From a design perspective though, the fact that many players want to load the game up half the time is a design problem.
In the case of the trap detection, the activity should be made interesting, over very quickly, or entirely passive. In the case of (near) death, all outcomes should be fully supported and interesting for the player.
...It's a grand idea. But I'm betting it's a lot harder to implement... probably to the point where developers won't see it rewarding enough to do so...
Sure - which is why I initially supported (and still do) the idea of non-lethal combat, so long as it's handled properly.
Ideally I'd like to see a game with real death fully supported and integrated into the setting / story, but that seems unlikely. Well handled near-death seems a lesser evil to me than save-reload.
In a game like dragon age, with ten or more joinable npc:s, there will be a lot to keep track of if five or six of them have die along the way.
And what if all of them die? Should there be a big "Game over - do you want to start a new game"-sign then? If not, you're back at quicksaving/quickloading.
There'd certainly be a lot to keep track of - it effectively means a non-linear story (in some sense).
However, if your story is centred around characters and personalities, then death is a very powerful tool. It can be used to take other characters and relationships in new directions, as well as to influence events.
It'd take some thinking and planning, but death could be a tool, rather than a punishment.
With the "What if all of them die?", I think you're in danger of polarizing things. Of course the ideal would be to cope elegantly with all deaths, but it's not unreasonable to aim to structure things so that many deaths are unlikely.
This can be done in a variety of ways.
For example, off the top of my head:
(1) Have important dead characters replaced with less important mercenaries (or equivalent). [perhaps only after a few important characters have died] This way, the odds of more important characters dying is reduced, since it's as likely for a merc to be killed as a character (probably more, since the player will want to preserve his important characters). It wouldn't be too hard to come up with reasons for the "mercs" to be very brave, very committed to the cause, etc., so that their fighting on the front line would be reasonable.
(2) Have important plot enemies view the party as less of a threat since character(s) X is dead. Have them be less careful / overextend themselves / less concerned with attacking the group... as a result.
(3) Have character death reduce allies' confidence in party success, so aid the party either directly (like (1) but more so), or indirectly (perhaps leading to (2) if the enemies are suitably distracted).
(4) Increase the behind-the-scenes odds of a near-death (e.g. hp -10 to 0) result in a combat, rather than actual death. This would need to be subtle, so suddenly stopping any chance of actual death would be silly, but dropping odds slowly from say 30% [situation dependent] to say 5%, might work.
For instance, the average odds of real death (rather than near-death) could drop by 5% for each major character who dies, or perhaps be multiplied by e.g. 70%.
This is artificial, of course, but if kept smooth and subtle, it could help.
I'm sure there are many more ways to do it too.
Oh I missed one:
(5) Why not scale every enemy and encounter in the game world to the sum of the party's levels!!?
And to clarify again, I'm not voting for tokens with "consoles ftw (tm)" written all over them. It could be anything, a reviving ritual requiering expensive utlities. A cloning process requiering scarce energycells.
It's a thought, but I think you'd have trouble making any such solution seem at all credible.
The only way I can see such a system be convincing to me is if the game world is presented as an actual real world in some sense, rather than as a representation of a world (i.e. a load of abstract weirdness rather than people etc.). In that case, saving the game can reasonably be considered part of the game world, since the game world is "real".
Since RPGs are pretty much exclusively representations, I can't see it making sense.
I don't know, I just feel that there should be some punishment (yes, I like to get punished) for playing like a dumbfuck and getting killed.
Sure, but the party being punished is enough (presuming everything possible has been done to stop the player wanting to reload) so long as the player cares about what happens to them.
Punishing the player directly by making the game less interesting - either through needless repetition or lack of content support for an option - is over-doing things IMO.
OT: What the hell is the difference between "to" and "too"? Never been able to learn that... among (alot of) other things.
"too" refers to an (excessive) amount or degree:
e.g. Too much, too high, too late, too bad etc.
It can also mean "as well": "I live here too" = "I live here as well". "Me too" = "Me as well".
If you don't mean these things, or the number (two = 2), you'll want "to" - which means everything else
.