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Death of Player Characters
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<blockquote data-quote="loverdrive" data-source="post: 9474919" data-attributes="member: 7027139"><p><strong>RE: PC death</strong></p><p>I find it more <em>annoying</em> than anything else, if we are being honest. Games that heavily rely on progression (and thus make losing a character actually meaningful) tend to break down if one of the PCs is noticeably weaker than the others, so replacement PCs must be created at an appropriate level... thus rendering losing a character meaningless (if not beneficial!). I don't know if there exists a way around it, honestly.</p><p></p><p>Not even mentioning having to somehow ignore obvious questions like "who the hell is this new guy, why do we trust him and why haven't we heard about him before?".</p><p></p><p><strong>RE: Challenge</strong></p><p>If you look at challenging games that demand mad capital g gamer skills outside of RPGs, whether PvP or PvE they have a thing in common: losing means nothing, you can recover from a very bad position, and even if you are in a completely unwinnable situation, who cares? The match will be over soon, and the next one will start in neutral again.</p><p></p><p>When you see a skull laughing at your death in ULTRAKILL you instantly just go back and throw yourself at the brick wall again, and again, and again. When you lose a Warcraft 3 match you just queue for the next one. Having clear cut off points makes analyzing your performance even possible: how would that even work if you don't know whether you made the fatal mistake that cost you victory only now, or if you screwed up right at the beginning?</p></blockquote><p></p>
[QUOTE="loverdrive, post: 9474919, member: 7027139"] [B]RE: PC death[/B] I find it more [I]annoying[/I] than anything else, if we are being honest. Games that heavily rely on progression (and thus make losing a character actually meaningful) tend to break down if one of the PCs is noticeably weaker than the others, so replacement PCs must be created at an appropriate level... thus rendering losing a character meaningless (if not beneficial!). I don't know if there exists a way around it, honestly. Not even mentioning having to somehow ignore obvious questions like "who the hell is this new guy, why do we trust him and why haven't we heard about him before?". [B]RE: Challenge[/B] If you look at challenging games that demand mad capital g gamer skills outside of RPGs, whether PvP or PvE they have a thing in common: losing means nothing, you can recover from a very bad position, and even if you are in a completely unwinnable situation, who cares? The match will be over soon, and the next one will start in neutral again. When you see a skull laughing at your death in ULTRAKILL you instantly just go back and throw yourself at the brick wall again, and again, and again. When you lose a Warcraft 3 match you just queue for the next one. Having clear cut off points makes analyzing your performance even possible: how would that even work if you don't know whether you made the fatal mistake that cost you victory only now, or if you screwed up right at the beginning? [/QUOTE]
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