I despise permadeath in RPGs like Fire Emblem where you have no chance to bring a character back after they fall.
Several out there got their reasons on why they like the mechanic where they're forced to play carefully and think, but not everyone goes along with this, they don't want the stress of losing their characters for the rest of the game for the choices made in a battle.
I don't find it fun at all if I keep losing characters for the choices I made and then having that difficulty get even more tedious the more I lose characters.
Pfft. Filthy casual.
All joking aside, I have mixed feelings about permadeath. I enjoy it as a gameplay mechanic and especially if a character’s death impacts the story. I like it in a game like
Fire Emblem: Shadow Dragon where most the cast has little to no dialogue and are largely interchangeable, or if I’ve already played through a game. It also helps that
Shadow Dragon isn’t that long. It’s not nearly as punishing to lose a character in a game that takes 30-40 hours to clear than something like the
Fire Emblem: Fates games that take 100 hours
each to clear (because I play all the paralogues, DLC and grind, too.)
Also, I like to play on Casual first so I can get to know the characters and get as many supports and endings as possible, then return for Classic mode. I’m planning to play through
Fates: Conquest a second time, and doing an Ironman run (no resetting if a character dies.)
Yeah, that's why I haven't given the Fire Emblem series or other games like XCOM 2 a shot either. I feel like it would be very stressful to try and manage all of your characters, and all of that work you put into them just evaporates because of something you couldn't control or predict. However, I don't mind games like Until Dawn with that mechanic since that's more justifiable and immersive rather than annoying.
All of the recent
Fire Emblem games have Casual Mode, which revives characters at the end of a map. You would probably enjoy that more. It's less stressful, but I also like the challenge of having to adjust your team and strategies as you lose characters. Although sometimes you don't lose characters at all. In my first
Fates: Birthright playthrough (in Classic Mode) I only lost two of roughly 50 characters. One died because of a story-related event, and the other died on the final Endgame map (and on that particular map, characters don't die even in Classic Mode, to my surprise.)
What is Until Dawn? I am now intrigued.
In the RPG I'm designing, which I am very strongly leaning towards turning into an SRPG now that I know how to use a particular plugin, I am thinking about adding a "casual"/no permadeath/story mode. Originally I didn't want to do this, since your unit roster is impacted by several story-related deaths that happen to characters based on the player's choices as well as the RPG battles. However, from what you and other people have said, I think having a "casual"/no permadeath/story mode would attract a wider audience. I just need to find out how to implement this feature and how far to go with it.
Should this be an "easier" Classic mode with more healing items, weaker enemies and save points available (the easiest for me to implement)? Or do what
Fire Emblem does and remove permadeath (I'd look into how to program this; I think I could do it with conditions and switches.) I wouldn't want to entirely remove character deaths, because some are linked to your choices in the storyline and change what happens in the plot and what ending you get.