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Moral Dilemma: Killing and Deaths in RPGs
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<blockquote data-quote="Yora" data-source="post: 8445709" data-attributes="member: 6670763"><p>Not really applicable here, but in the sandbox game Kenshi, the game mechanics make it very unlikely that characters are killed in battle, and they have a good chance to get back to their feet without being cared for after a few hours of bleeding in the sun. NPCs will leave your characters on the ground alone, and the game won't let you attacked downed enemies. Hostile NPCs only take a little bit of stuff from your characters when they are knocked out instead of robbing them blind.</p><p></p><p>This results in quite interesting gameplay, as the game can get away with throwing unexpectedly hard enemies at you in areas that you didn't have any problems with so far. And I had many hours of tense fun fighting with a gang of ninja that was squatting in my base after I had I had to beat a retreat (with half my characters being carried by the other half), and the base changing hands half a dozen times over several days.</p><p>It also is a big factor that gives the game a somewhat silly tone with the pretty brutal violence taking a rather cartoony turn when beaten and stripped enemies come hobbling and crawling back to your gates for a second round.</p><p></p><p>I don't think the specific mechanics would translate well to an RPG, but playing around with the formula can absolutely result in new experiences that can be really fun.</p></blockquote><p></p>
[QUOTE="Yora, post: 8445709, member: 6670763"] Not really applicable here, but in the sandbox game Kenshi, the game mechanics make it very unlikely that characters are killed in battle, and they have a good chance to get back to their feet without being cared for after a few hours of bleeding in the sun. NPCs will leave your characters on the ground alone, and the game won't let you attacked downed enemies. Hostile NPCs only take a little bit of stuff from your characters when they are knocked out instead of robbing them blind. This results in quite interesting gameplay, as the game can get away with throwing unexpectedly hard enemies at you in areas that you didn't have any problems with so far. And I had many hours of tense fun fighting with a gang of ninja that was squatting in my base after I had I had to beat a retreat (with half my characters being carried by the other half), and the base changing hands half a dozen times over several days. It also is a big factor that gives the game a somewhat silly tone with the pretty brutal violence taking a rather cartoony turn when beaten and stripped enemies come hobbling and crawling back to your gates for a second round. I don't think the specific mechanics would translate well to an RPG, but playing around with the formula can absolutely result in new experiences that can be really fun. [/QUOTE]
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