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File: 7e89df89369fb72⋯.jpg (17.87 KB, 341x385, 31:35, IMG_4675.JPG)

0d6c4b No.14692548

What kind of death system do you prefer in games?

Ultimately, I prefer a system where if you die, you are either revived at another location (such as in GTA with WASTED or BioShock with Vita Chambers) or restored in some other manner. There needs to be a penalty, by all means, whether money or item/weapon degradation, or even skill decreases.

I just think checkpoint systems are jarring and absolutely meaningless, especially in open world games where cheap deaths (being hit by a car/mauled by animal/random explosion) can often occur.

541e53 No.14693493

when u die ur dead


11bd26 No.14693497

>>14693493

This, perma-death or bust.


a73b3f No.14693501

>>14692548

infinite continues for practice

real gaem starts with one life


3cc77e No.14693698

Permadeath for your character, but your next game puts you back in the same world but later in the timeline after your character died.

The only game I can think if that does this is Dorf Fort Adventurer.


fe0fd8 No.14693734

When you die in the game your doggo dies in real life


0863e1 No.14694150

File: 3c8519a6036ad69⋯.jpg (Spoiler Image, 439.21 KB, 800x1000, 4:5, nanachan kyokon.jpg)

You're strapped in and when you die in game a robotic dragon dildo is forced up your asshole


2f560e No.14694340

>>14694150

One day I will be like that girl


6447a3 No.14694354

File: 3c96b2a11afc376⋯.jpg (676.25 KB, 1280x1588, 320:397, shantae.jpg)

I played through Shantae recently and I thought it had a pretty good compromise between continues. Death meant restarting the screen and losing all your lives meant respawning from the last save point you used. You don't really lose money, items, or hard progress from any sort of death but if you have to continue from a checkpoint all the enemies will respawn and they're a huge pain to deal with.

I really don't care for systems that punish the player with losing items/exp for death because it's kind of counter intuitive. Bad players need items and levels the most while good players, considering they don't die all the time, end up being really over-prepared which turns the game into more of a cakewalk.


0d6c4b No.14694376

I'd be cool with permadeath, as long as I can immediately start the new game with the character I just died with, obviously I don't keep any items or stats or anything, just a complete redo with that saved created character.

I think current games would need to be redesigned from the ground up to facilitate this though. No long ass, cinematic openings, they would just need an instant gameplay start.

It could also be frustating with all the cheap deaths in modern open world games, but also that could make it pretty cool and even more immersive.


6447a3 No.14694396

>>14694376

One game I really liked with perma death was State of Decay. It was interesting because you'd build up this big group of survivors you rescued from here or there and they would all develop their abilities individually.

There was a stamina system which sort of forced you to switch characters around so that you weren't totally SoL when your main died. But there were also real time events that could end up with some of your dudes going separate ways or dieing because they got lost or had arguments in the group or something.


8f09bb No.14694439

I liked how The Mummy Demastered handled it. When you die, your previous agent is revived as a zombie and you have to kill him if you want your weapons back.


00dcf3 No.14695315

Death bump


75de56 No.14695356

>>14694439

That is a good system. It's a shame the game was so badly designed. Who thought it was a good idea to make so many vertical rooms with respawning enemies and tiny ones that come out of nowhere when you get pushed back if something even breathes in your direction? It's not even hard, just very annoying.


56e6dd No.14695987

File: 17eb2f73bf806d9⋯.webm (720.17 KB, 640x360, 16:9, biggo.webm)

>Ultimately, I prefer a system . . . such as in . . . BioShock with Vita Chambers

For fuck's sake.


0d6c4b No.14695992

>>14695987

Poor example, maybe. All I meant is I want some in game logic for respawning. Whether that's waking up in a local town in the healer's house or whatever.


56e6dd No.14696017

>>14695992

I'm alright with that, I just thought bioshlock poorly handled it, like most of the mechanics in the game.

>>14693698

Only other game I can think of was the mediocre Rogue's Legacy. You got to choose one successor from a small selection of the next generation when you die.

>>14694354

It's a good, classic system that makes lives meaningful.

>I really don't care for systems that punish the player with losing items/exp for death because it's kind of counter intuitive

I mildy agree, but I like it when it's a game where you're meant to possibly eventually lose and have to start over from the beginning. Aztez tried that, game was alright for it.

I like how God Hand handled it, where it would get openly easier if you died just to make you feel like a little bitch, moreso if you were one of the fags to use the begging move purposefully.


22519d No.14698690

>>14692548

Perma death Skyrim with mods.

You could lose arms and legs, starve, get enslaved, turned into an unholy creature and all sorts of cool things. It was not just "lol u ded reload or start a new game :^)" but an actually immersive experience.

>Travel the mountains as an inexperienced wizard to get to winterhold

>Bandit attacks

>Use frost beam against it, it quickly dies.

>But frost beam increased your exposure and you're now dying.

>drink ALL the alcohol you have to warm up since you're so close to winterhold.

>End up dancing in the snow, too drunk to advance

>pass out

>Wake up naked. Someone rescued you, but took all your stuff.


8c099e No.14698704

Lives and continues, whenever you lose a life you start at a checkpoint and whenever you lose all your continues you restart the level.

In an open world game just respawn at your homebase with some penalty. It would be cool if it had some twist, like enemies stealing your shit and using it against you or something like that.


77ed2f No.14698756

File: 5f890d2abc16034⋯.png (1.03 MB, 1024x768, 4:3, ClipboardImage.png)

Death as an essential mechanic


dd783a No.14699041

File: d2aac2de5ff5dda⋯.jpg (84.43 KB, 720x960, 3:4, 1349490159223.jpg)

As with almost every mechanic, the type of death (or "fail state", if you're making a pussy game for faggots) should reflect the type of game you're making. Take, for example, Mario World - now add in save states, and it becomes a joke. That's why the term "savescumming" is commonplace, especially when emulating older games. That being said, I usually prefer systems which are to some degree punishing and challenge players to do more than try the same shit with no consequence other than "lol u lost time, do it again".

Dark Souls is overrated to high hell, but its death system is exactly what it needs to not be insanely frustrating yet still challenging enough. If you lost all of your souls and couldn't reclaim them at all, it'd be bullshit. If you could just savescum and retard your way through the game, it'd be boring as fuck.


c10b0c No.14699089

File: df4e7b736684acc⋯.png (2.19 MB, 1920x1080, 16:9, Waifu.png)

>>14692548

> tfw when there no game that has a death mechanic were you have to die to progress like the anime Re:Zero.


b11118 No.14699316

>>14693734

Oh, so that's what happened.


193f8a No.14699437

>>14692548

Death in a game needs to delete your save.


e40d22 No.14699492

What sort of game could use a mechanic where, if you die you resurrect/restart the level as a zombie, and if you die again you rez as a ghost, with different paths/scenarios available to each?


8965a7 No.14699582

File: 17a799dab71e86a⋯.png (88.56 KB, 361x271, 361:271, GAME OVER MAN.png)

I prefer the kind where a meaningful failure state exists in the game. Where it's a limited number of lives or health bar, when you run out it's game over, You Lost The Game. Try playing again and maybe you'll win next time.




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