to the sunGive me all the permadeath! Praise be
What if realism was a part of the plot, as in the protagonist's goal was to search for a certain item that relieves them of these annoyances?Unless your game is all about this sort of stuff (survival), then don't bother with it. They're annoying systems to deal with outside of survival games. I don't want to have to think about where the nearest loo is before heading off to fight the big bad, nor do I want to concern myself with having a proper breakfast to really kickstart that epic battle against the evil empire. lol.
Permadeath, likewise, should be handled with great care. It's something that requires a lot of planning to pull off correctly, else you'll end up with a frustrating mess of a game.
That would imply your game is annoying by design, and only becomes not annoying once the main character achieves their goal.What if realism was a part of the plot, as in the protagonist's goal was to search for a certain item that relieves them of these annoyances?
Then you'd still be creating a survival game so these mechanics and systems can actually work, right? Or would there just be shops where you can waste all of your money to buy supplies? If you've gone through the trouble of crafting all of these different systems, surely you'd want to use them in a game in which they're the focus - a survival game.What if realism was a part of the plot, as in the protagonist's goal was to search for a certain item that relieves them of these annoyances?
Insta-fail, mandatory stealth sections in games that aren't about stealth.(alright, come on, RM community, give me some horrible mechanics that should never, ever exist! ^-^ )
Oh. Oh, I think you got me there.Insta-fail, mandatory stealth sections in games that aren't about stealth.![]()
Yeah permadeath done wrong only kills your game.So, in both cases, they can work, but you need to be very diligent in your balancing.
Good endings only achievable by clearing the game while saving less than X times.(alright, come on, RM community, give me some horrible mechanics that should never, ever exist! ^-^ )
I think when most say 'permadeath' they mean if a character dies, they die and can't be used for the rest of the game.What exactly is your idea of permadeath, anyway?
Neat idea, but implementation on that could be very painful. Plus, I feel the audiences of people who play permadeath and people who don't are very different players. How are you going to create a game with the right difficulty level that appeals to both audiences? It's like the saying 'you can't please everyone.' So why try to grab two audiences that, in all likelihood, want very different things in a game?Of course, the best compromise would be to allow the player to turn permadeath on or off.
I...actually think I could do something fun with this... HmmmmmmmGood endings only achievable by clearing the game while saving less than X times.
Diablo 3 has this. You can play the game with permadeath (think it was even called hardcore mode lol) in which if you die, then it's game over and that character is deleted. However, you can also just play the game normally without that mode enabled. Never played that mode, so I have no idea if it was more difficult than the standard mode.Neat idea, but implementation on that could be very painful. Plus, I feel the audiences of people who play permadeath and people who don't are very different players. How are you going to create a game with the right difficulty level that appeals to both audiences? It's like the saying 'you can't please everyone.' So why try to grab two audiences that, in all likelihood, want very different things in a game?
It could be used for all sorts of fun things, but I agree with Aphotic in that it shouldn't dictate whether you get the "good" ending or not. Maybe a secret ending, but not one of the main endings.I...actually think I could do something fun with this... Hmmmmmmm