Permanent Character Death

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Daedalus1942

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Jun 26, 2009
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Crazzee said:
(Searched, didn't find anything. Inb4 search button trolls. =P)

Alright, so. I remember playing games in which character death was permanent. You played, and if you failed, you were done. Start over at the beginning. Simple concept, right? I'm sure it wouldn't work well in games like Halo or Gears, but in games in which you make your own characters, such as Fallout, Oblivion, and the like. Having savepoints and stuff really takes away from the feeling that you're going into the next room, or fighting the next boss. You're not risking anything.

Now, on occasion, I'll play Oblivion like that, dying and building a brand new character, but even then I know that if anything goes wrong, there's always my last save to revert back to. Even though you play it like you're not going to be able to go back, the feeling is no longer there. Dungeon Crawl does this well. Even newish mainstream games, like Final Fantasy Tactics Advance and EVE online are reminiscent of this. FFTA had quests in areas which had no 'judges', meaning that if your characters died, they friggin' died. In EVE online, character death isn't permanent, but if your ship were to get attacked and destroyed, you lose the ship and everything on it.

I think it would be interesting if an MMO decided to do this. People wouldn't take as many risks, and the PVP would be much more interesting, because instead of a minor annoyance, they would seriously lose their characters, and all of the work they did.

So my question to all my fellow Escapists is this: What do you think about permanent character death? Is it a good idea? Does it ruin an otherwise good game? Does it thrill or annoy you?

And also, are there any newer games out there that do this? I know of Dungeon Crawl, and I think Ghost Recon does it, but that's about it...
The last game i found that did this was Dialo II in Hardcore mode.
 

Ossum

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Apr 19, 2009
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I just thought up a really good way to implement semi-permanent character death, and were I the game creator, make obscene piles of money.

Any character can die, but resurrection can occur if you pay actual money.

"No, really, your character's not dead! But due to server overhead and account reestablishment costs, there is a per-death fee of $3.99 to restore your character to full HP. Until then this character will have to remain inactive though you can of course start with a new character if you choose."

People who waste characters early on with bad builds just keep remaking their characters. Those with a level 120 Deathbringer might think four bucks is dirt cheap to keep that character going. All depends on how much your effort is worth.
 

grimsprice

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the antithesis said:
It reminds me of the old game Rogue where if you die, the game deletes your saves on the disk. That's hardcore right there. But annoying.

The only way to make this work is to have death not be the end of the game. Just your character comes to somewhere else or something. Maybe in the bad guy's dungeon. Maybe in a hovel because some kindly peasants found you and are nursing you back to health. The game should mix it up because otherwise it would get repetitious.

But I don't think saves should be abolished. Game over screens should be abolished. No developer with two brain cells between their entire staff would make a game were death as a game over is permanent and you must start over anymore. Not even just starting over the level. Because if they did they would sell maybe four copies of the game to idiots.

Dying and starting over is not immersive or any such gibberish. It's annoying. It means I have to start all over again to get back to where I just was. It also means the game can go fuck itself.

haha. seriously. in something like resident evil games, you watch the giant zombie boss EAT YOUR FACE. and then THEN it says YYYYYOOOOOOOUUUUUUU AAAAAARRRRRRRREEEEEEE DDDDEEEEAAADDD!!!!!! in big blood stained letters. i cant stand that.
 

Ossum

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Nutcase said:
People are not stupid. We seldom feel fear or panic unless there's something real on the line.
Super Metroid had saves of course, but I remember sitting outside Ridley's door for ten minutes while I steeled up the courage to go in. This was because the Space Pirate hall prior to Ridley was a death chamber for me back then and I was terrified I'd have to run that gauntlet again if I bit it at Ridley.

Luckily for me, I schooled that overgrown gecko with extreme prejudice.
 

Dom Uk

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Jul 9, 2009
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I'd like a game to see a game like this, for no other reason than to see Yahtzee tear it a new one.
 

Valiance

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Jan 14, 2009
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I have mentioned here that I play dungeons of moria and dungeons of the unforgiven, right?

Not only is there permanent character death, there's MONSTERS WHO LEVEL DRAIN WHEN THEY FUCKING HIT YOU.
 

Ossum

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Apr 19, 2009
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grimsprice said:
the antithesis said:
It reminds me of the old game Rogue where if you die, the game deletes your saves on the disk. That's hardcore right there. But annoying.

The only way to make this work is to have death not be the end of the game. Just your character comes to somewhere else or something. Maybe in the bad guy's dungeon. Maybe in a hovel because some kindly peasants found you and are nursing you back to health. The game should mix it up because otherwise it would get repetitious.

But I don't think saves should be abolished. Game over screens should be abolished. No developer with two brain cells between their entire staff would make a game were death as a game over is permanent and you must start over anymore. Not even just starting over the level. Because if they did they would sell maybe four copies of the game to idiots.

Dying and starting over is not immersive or any such gibberish. It's annoying. It means I have to start all over again to get back to where I just was. It also means the game can go fuck itself.

haha. seriously. in something like resident evil games, you watch the giant zombie boss EAT YOUR FACE. and then THEN it says YYYYYOOOOOOOUUUUUUU AAAAAARRRRRRRREEEEEEE DDDDEEEEAAADDD!!!!!! in big blood stained letters. i cant stand that.
No More Heroes has the blood pouring out of Travis' mouth, and the dischordant brrrr sound from the 8-bit audio, then static. Drove me up the wall every time.

And let's not forget poor Samus screaming her last every time you hose it, with her suit blowing off in Super, and her visor going staticky and shutting off in Prime. I couldn't play again for a week after that.
 

Ossum

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Apr 19, 2009
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Valiance said:
I have mentioned here that I play dungeons of moria and dungeons of the unforgiven, right?

Not only is there permanent character death, there's MONSTERS WHO LEVEL DRAIN WHEN THEY FUCKING HIT YOU.
Sadism is somebody inventing a monster that knocks you to level 1 for an hour and then runs off so its low-level enemy buddies can crawl out of the fungal shadows to eat you alive.
 

Bored Tomatoe

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Aug 15, 2008
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How the hell would that be any fun at all? When I play games I like having fun, not getting pissed at a set of completely retarded rules.
 

Zand88

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Strawb said:
Any examples? I can't think of anyone myself...
D&D (obviously), Fallout, OgreBattle, RPGs, a few horror games of the 16-bit era, Mass Effect. To some extent, a few of the Resident Evil games.
It's mostly something that would work with RPGs or games with a few players.
 

thatdude1243

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Dec 28, 2008
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i like the idea as long as im going to play tactically and plan out how im going to go about things, but otherwise it would piss me off more than anything in the world.

if your going to put that mechanic in a game make sure it fits.

for example lets say you are playing a game where your getting briefed on a mission where you have to kill hundreds of people/monsters/flowers/neighbors/or in-laws etc..., and you only get one life. im talking about the reflex games (run n gun games) like halo, grand theft auto, and gears of war where you die alot (if you play on the highest difficulty). starting over from the beginning and going through the game to where you die then back to the beginning again would only make the game intolerable. it would frustrate me and make me want to destroy the game by throwing it in a wood chipper. then record the sound of the game being shredded and set it as my new ringtone.
 

ZippyDSMlee

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Sep 1, 2007
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There should always be 2 kinds of "death" one is where your character has the shit knocked out of them but is able to get up and walk away after some time.

The permanent kind of death is rather obvious, you are dead.

The question then becomes how can this be weaved into a game well any game can have "playing possum" where most instances the AI disregards you if you are still enough then from there either friendly AI being able to teleport yourself out or setting up a event where a day passes and most things ignore you you could have rats annoy you now and then or even have thieves come upon you then depending on how you are healed up from it and the encounter there after drag yourself back to town badly hurt this could also be implemented by not spawning many if any "opposition" on your journey to sanctuary.

This could be simplified into something that would not be to annoying to causal players then up it to where you are basically crippled from a bad fight and you must rest and you must take a few game weeks to recover you having money will make the process faster but if you have none you can relie upon charitable organizations and the groups you have allied with to heal up, this of course is a RPG/living world type of deal that requires auto save to be used before a encounter starts up.

In a less RPG driven game just being still for a few minutes so you can pop up and hide could work but I think it disrupts modern design themes so much no one would bother with it.

Now lets get back to the meat of the OP as for making a game with permanent death it truly has to be an option, then you have death where you die that character is gone done over if you wish it to be so.

Then you have the next character able to get a hand full of items(1-5) and a portion of combined wealth to the next character, you receive it from family,ect but indirectly to the bloodline/story of the old character, plus you can visit where you died and find all the items within the region(at stores or in pack rat animal/monster locations )or on the body itself.

Combat would have to be tweaked so you have half or less damage to your locations,ect where enemies are rather easy to kill or at the least easier to kill than you, also a need different kind of health system needs to be used perhaps have a heath meter and a "threat needle" that jumps all over the place when damage is calculated, most damage cools off quickly and dose not harm you to the point it lowers your health if this kind of damage continues then it drains you, this means most damage that is accumulated is a warning that your health is at risk rather than a direct assault upon it.

If tuned and polished it could be used without making enemies too weak .... now that I think this is akin to a regeneration system think halo ONE (when you think halo think 1, 2 and 3 suck >>) with a larger shield, the shield is your sense of pain and of lite wounds that can be ignored. If you use items that are meant to distract when you get low on health you can bolt from a fight.

You health is everything if its low you need to find cover or die.
 

Sevre

Old Hands
Apr 6, 2009
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Certain Castlevania games annoy the hell out of you when you die because if you've saved in a bad spot well you're screwed and if you haven't its time to start over.