I think its a common saying that death is typically the least interesting outcome. I think that tends to stem from death being more or less a break in the gameplay loop rather than just another part of it.
Games that do the souls-like thing of making death a part of the loop, as well as games that do afterlife mechanics (typically with resurrection as part of it), provide a decent enough way to work around that issue.
But I wonder if there's a way to do conventional die-and-start over in a way that works better than how its conventionally done.
From my perspective, while its usually true that death is uninteresting for the player whose character died, I've observed it isn't always the case for everyone else in the party. Them being able to experience grief, guilt, regret, etc and integrate them into their RP is very interesting but it tends to lose its bite if death isn't ever risked, or worse yet is too easily reversed.
Games that do the souls-like thing of making death a part of the loop, as well as games that do afterlife mechanics (typically with resurrection as part of it), provide a decent enough way to work around that issue.
But I wonder if there's a way to do conventional die-and-start over in a way that works better than how its conventionally done.
From my perspective, while its usually true that death is uninteresting for the player whose character died, I've observed it isn't always the case for everyone else in the party. Them being able to experience grief, guilt, regret, etc and integrate them into their RP is very interesting but it tends to lose its bite if death isn't ever risked, or worse yet is too easily reversed.