I think sometimes that I’m just an evil person, and so once again I turn to you all for validation ( one way or another : )
I personally LIKE the risk and anxiety that potential death of my character brings to a game. It’s the difference between watching a show like MI-5 (BBC show that shocks you with a willingness to kill off major characters when it’s appropriate for the plot) vs. watching the A-Team (American show from the 80s where all machine gun fire magically struck the ground around the target’s feet without ever hurting anyone).
Now, I’m not saying it should be easy to die, loose everything, and have to start from the beginning, because that’s no fun if it happens frequently. But where is the real challenge if you know that if you die you just have to wait a little while and respawn with little penalty? In any sort of persistent game world like an MMORPG ( or in my case something of MUCH smaller scope, but still a persistent environment ) you work hard over time to make your character stronger, richer, more magical, whatever. If you have been playing a character for months and suddenly stumble across a dragon ( or another player’s character ) that kills you and you loose everything, it’s going to be frustrating. But without that risk you loose much of the realism, danger and drama of the world you are trying to present. :-\
To give a specific example, let’s say I wanted to make a game like the old PC game Pirates. You own a ship and sail in a persistent environment (the Caribbean Sea) which is populated by NPC ships and other player ships. You visit ports, trade goods and of course, battle other such ships, plunder them and raid the ports. If the player’s ship is sunk at sea, then you can put them in a life boat, have them loose whatever treasure was in their hold, and require time to return them to a friendly port. There they will still have access to any treasure they stashed away and can re-equip for their next adventure.
But what if they are captured by the Royal Navy that is sworn to execute pirates. If you know you will always escape, then the Navy is not as much of a threat any more. What if their little sloop is completely destroyed in one barrage by the mighty galleon they were dumb enough to challenge? Do you still appear automatically in your lifeboat every time? If so, what if the player controlling that galleon wants to sink your little life boat in revenge for attacking them? If life boats are invulnerable to any attack not only does that destroy suspension of disbelief, it brings up the question"why wouldn’t everyone just sail around in them all the time?" : If your mighty pirate ship is sunk sailing thru a major storm, how do you explain the lifeboat coming thru with no problem (getting back to the invulnerable lifeboat delima). And none of this even takes into account being marooned or forced to walk the plank over shark infested waters. ;D
Magic gives an easy-out for fantasy based games because you can bend reality. But in something more “real”, it is a bit of a delima. Am I wrong to think that characters in a persistent world should be able to eventually be killed and the player need to start over? If it can happen, how do you decide when it’s appropriate vs. frustrating? I have been giving thought to some options and can happily discuss them here, but I would like to get some initial feedback as well.
???