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Do players want challenging games, with a real chance of death?
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<blockquote data-quote="Pedantic" data-source="post: 9213449" data-attributes="member: 6690965"><p>I largely agree with this, with two notable caveats:</p><p></p><p>1. I'm not sure death ought to be privileged as a failure state, if you're allowed to immediately select a new playing piece. Most players bring in a new character after death, and modern gaming norms usually mean a character at the same level, with comparable equipment. The loss is entirely of the intangible things you're talking about that are suffered by someone else, all of the character's personality traits, connections and accumulated story to do so far. Clearly, those things must matter in some way if death is still meaningful, because there isn't otherwise any real penalty.</p><p></p><p>2. I jumped into this thread largely to take down the inverse of the point you take to task here: characters dying regularly doesn't necessarily have a lot to say about the underlying difficulty. Death is often pretty casual and random in games, and in those cases a high death rate doesn't actually tell you anything about the challenge the game presents.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9213449, member: 6690965"] I largely agree with this, with two notable caveats: 1. I'm not sure death ought to be privileged as a failure state, if you're allowed to immediately select a new playing piece. Most players bring in a new character after death, and modern gaming norms usually mean a character at the same level, with comparable equipment. The loss is entirely of the intangible things you're talking about that are suffered by someone else, all of the character's personality traits, connections and accumulated story to do so far. Clearly, those things must matter in some way if death is still meaningful, because there isn't otherwise any real penalty. 2. I jumped into this thread largely to take down the inverse of the point you take to task here: characters dying regularly doesn't necessarily have a lot to say about the underlying difficulty. Death is often pretty casual and random in games, and in those cases a high death rate doesn't actually tell you anything about the challenge the game presents. [/QUOTE]
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Community
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Do players want challenging games, with a real chance of death?
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