Naked Ninja said:
Face it. Death in an RPG is a hugely negative experience...
For the party. It doesn't need to be for the player. Since you're so fond of book and film comparisons, notice that there are a huge amount of both which entertain without making happy stuff happen to the central characters.
You lose the "potential" of that character, whether its combat resources
Bad for the party, might be good for the player - see X-Com.
...backstory, or future interactions...
There's no reason why death can't unlock various story or future interactions. Where you have NPCs with story, it'd be quite possible to provide story in the event of their death. (yes this is more work, no it's not twice the amount for the game, yes it's possible - it'll just mean a shorter, richer game).
Unless such a death invokes a storyline branch...
Which it should for characters with story.
...simply experiencing the death doesn't compansate for the role-playing fun you lose out on...
I didn't say that "experiencing" it should. The absence of pre-written story doesn't mean there can't be entertaining gameplay consequences. Again, see X-Com. [if you haven't played it, please do so]
So almost everyone reloads
Sure they do - in the current situation. That's why I'm suggesting to
change it.
I'm talking about the arb generic guys you fight, appropriate for your level.... There is always.... Like, they are random. ... Random....appropriate for your level
Are you listening?? You're describing a game like Oblivion. Oblivion is badly designed. Its design sucks. Get this through your head.
RPGs do NOT require random enemies. Where they have random enemies, they do not have to be scaled to your level (they don't even require levels).
Thats what you lot complained about in Oblivion right, that the auto-leveling thing meant you couldn't encounter dangerous random monsters simply by wandering around?
Good lord
. The criticism was of the nonsense of auto-levelling enemies, which made the game world inconsistent. Nowhere have I said that this should have been replaced by "dangerous
random monsters".
A designer can pace things exactly as he chooses. He can't make the odds of major character death zero, but he can make them very small.
Me, I like long, deep, involved games. With replay. And if I take a character in my party, I want to experience their content.
So you want games to be both long and deep? I can see you have a clear idea of the tradeoffs involved in development. Then you want to see everything a character has to offer on the first playthrough - yet for the game to have replay value?? Seeing everything of a character the first time through acts directly against replay value.
In any case, there's no rule that a character being alive shows you more content than that character being dead. If you'd rather not have any such branch which loses you content, then you have a game with no replay value (with respect to story).
I don't have that much spare time, sorry.
Let me get this right:
You like "long, deep" games. Yet you couldn't play a short game twice to see more content? You don't have much time, so you'd rather a game which takes a long time to come to a satisfactory conclusion, than a shorter one which gives you the option to play once or many times?
If I play through again, it will be to experience different story branches...
Like what happens when a charcter dies, for example?
Oh, so I need to imagine this super awesome system now, then start arguing against my own imagined concept?
Yes. This is called "making a logical argument". What you're doing at the moment achieves nothing.
Really? I've never worried that I would lose my companions, life for them is but a 1-minute reload away... I must just be special then.
I rather think that you are.
The fact that they get up in NWN2 isn't that overpowered.
Who talked about things being over/underpowered? Not me.
They get up on 1 hit point. I have to expend lots of healing (losing that potential in future encounters) or go to the next area with a seriously weakened team. Isn't that the "interesting tactical" aspect?
Not unless you're special.
You're missing the point in any case. Lack of death makes nonsense of the game world. If you can't see that this is a bad thing, there is little hope for you.
You're going to make all the various quests involving the main plot completely independant of each other? Yeah, ok. That would be spectacular. Sorry, I like to see games where my actions have a ripple effect of consequences throught the storyline, world and characters. That kind of implies that they are intertwinned.
Let me make this simple you.
Three possibilities:
(1) No independence between quests. [your doubling situation]
(2) Total independence between quests. [your stupid point above]
(3) Some independence between quests. [practically every game in existence]
Oddly, I'm reasoning on the basis of case (3), since practically every game past or future fits this case. You're assuming either (1) or (2), which is garbage.
Yet mathematically, your characters dying is almost inevitable if combat is common.
Since naturally a designer has no control over the odds
.
So how do you create a game where they make it through to the end yet death isn't a joke?
You're assuming that their making it through to the end is the aim. It isn't.
Well, implementing the "badly wounded, but still barely clinging to life" mechanic is one. At least death isn't something you pop in and out of every 5 minutes. And its not that unlikely. People get hit by cars and bullets and lie there for a while, waiting for paramedics. A Toyota travelling at 60Kph isn't a cannonball, I know, but.... this is generally heroic fantasy we're talking about, they can take it like heroes and galantly cling to life.
Yes - this is a possibility (not as good as supporting true death IMO, but a possibility nonetheless). However, to do this and maintain credibility means making sure that this situation is very rare. That means giving it serious medium-term consequences.
Game mechanics should incentivize the player to avoid "death" pretty much as he would avoid death. If he's not doing this, the design isn't great.