Death is always in my opinion, one of the most difficult decisions about making a game.
Take first person shooter adventure games.
Although they aren’t really 1:1 compareable, Let’s assume half life series to bioshock to prey to ““I forget name””
Halflife, has autosaves AND manual quicksave/regular save
There is no “checkpoints” but I feel the seperation of ingame respawn to “last save load” somehow makes it okay. I still feel a threat of death, or moreso injury. If I am hurt, I don’t auto heal. So even reloading a last save, doesn’t alway mean much if I am going to die the same way. A lot of games will give you full life, without healing the enemy.
bioshock has checkpoints(aka autosaves?)
-auto cloning device thing? I do not recall their being manual saves but when I realized I could just suicide run ahead, die, respawn, and do it again, slowly weakening my enemies. I felt my motivation to keep playing, completely died off. I felt there was no consequence or danger anymore.
prey has saves and stuff, but death is a minigame? I think
–You die and enter in the spirit world, where depending on how many spirits you kill, will determine how much health you have when you return to where you were JUST at when you died? I didn’t realize it earlier on, but I think you are technically invincible, with no real consequence.
Should death be a mini game?(aka time sink?) a time sink? a money sink?
I personally enjoyed ultima online and other MMO where when you died, you must recover your body, a monster may or may not have looted 1 random item. Other shady players may or may not have looted your body. You potentially could lose a little skill, you became a ghost AT your dead body, so you had to go FIND a healer/resurrection location. No auto respawn. A player may be nice and resurrect you.
Death wasn’t permenant, but it was a true pain in the ass. It made it far more exciting when you barely escaped. But gear wasn’t overly important, like in games like WoW or other elements.
Although depending on the game, I usually feel like escaping death should be exciting. Death should be more then just a 30 second inconvenience. But I don’t think you should have to repeat the same thing over and over again. Somehow if you are just going to die and restart, They should introduce unknown and changing variables. Open or close doors that werent there before. Spawn more bad guys? Change the type of bad guys. Keep the player on their toes.
Some college kids had made a dynamic difficulty Mario platformer a while back, that depending if you beat the level under a certain time, or under certain death #. The next level would be harder.
However if you died a lot, or took a long time. It would make the jumpers easier and bad guys easier to kill, or fewer of them.
Though compared to Morrowind or oblivion? I forget which, where everything in the world “scaled” to your level, I personally hated that. I enjoy going back to easy town and slaughtering things that used to hurt me. Not have everything in the world magically level up with me.
//end rant
Alternatively to death, you could make it comedic. Look at Super Meat Boy. No penalty for death, except restart particular level/section. But awesome replay of all your deaths/failures. They reward death by having a super neat little replay video.