We had a pretty substantial discussion about this a while back.
http://forum.square-enix.com/ffxiv/t...ences-of-death
Printable View
We had a pretty substantial discussion about this a while back.
http://forum.square-enix.com/ffxiv/t...ences-of-death
You cannot have fantasy without reality. Realism serves as the basis from which you can then expand on. Without any sort of reflection to real life, there'd be absolutely no way of comprehending anything, let alone this game. To simply put it, you expressing that we cannot suggest something related to life is just irrational.
I disagree with your opinion that the death penalty is "Bit steep," and would say the complete opposite as it is rather lenient.
I failed at effectively conveying my point with regards to that. I was specifically responding to "They add some bit of realism in lieu of permanent death." However, death penalty does not add realism in any shape of form. The link to reality is that you do "die" and adding an additional penalty does not make it more realistic.
With regards to the use of realism for allowing the audience to relate to the subject,it is more along the lines of making it believable but not necessarily realistic.
Play Spiral Knights then you can complain about Death Penalty.
Rentahamster I like the direction or the train of thought. I am not in full agreement with the execution. However, while talking to my friend I came up with a concept that would make death penalty effective yet not intrusive but just for Leves though. For example, Leves are timed and because of this, gamers that die should have 3 minutes removed from the timer everytime they die. This removes the downtime while maintaining the consequences of dying. I am more for penalties that does not waste the gamer's time while offering suitable consequences.
I like the idea you propose of rewarding players for not dying versus the alternative.
Hi geniusprime,
From a perspective of all types of games, having a "Death Penalty" definitely seems a bit excessive (if you're used to playing Mario Bros. or any platformer, you die, and respawn and continue on your way).
Does FF XIV (or any MMORPG) *need* a Death Penalty? It's an interesting question.
I would say that right now, in FF XIV, it truly is very "light" and "easy" in its Death Penalty compared to many other MMORPGS as Caerith mentions, and IMHO, the game lacks any sense of real danger. Even in light of Non-MMOs, having the current penalty of just 3 minutes where you are Weakened (Less HP, Slowed Timers for Weaponskills and Spells) doesn't feel that penalizing in this fantasy world.
If you see a Rank 99 Goblin Headman, you can rush headlong into battle and if you get killed? It doesn't matter. You just "Return" and are slightly Weakened for 3 minutes. See a Rank 79 Inferno Drake (that looks quite dangerous)? You can just rush right up to it, try to kill it, or laugh as you get destroyed by its Weaponskill in 1 hit. :) The only penalty is a Weakened State for 3 minutes.
Even the 5 big Notorious Monsters in the game (already quite easy)... you don't feel a sense of danger or nervousness. You know the worst that can happen is that you just respawn and wait 3 minutes to be fully 100% again.
There is something that's taken away from you (as a gamer) when you don't have to worry about repercussions very much.
I'm not advocating anything like FF XI - where you lose XP and can De-Level (that's horrible) - but if you're asking them to make it easier than it currently is (removing any Death Penalty), I think it would then completely remove any sense of trepidation or feeling of "excitement" or "nervousness."
When they add End Game Bosses, something super hard, and if you have No Death Penalty, what Caerith means by "zombie-ing" is you can just die, respawn, do a little more damage on the Boss, die, respawn, repeat non-stop until the Boss is dead. This requires very little skill from the Player, and is a rush tactic that's used even now in FF XIV with the light Death Penalty you're talking about.
I think that's the part that would be hard to balance for the FF Team. If you can just die and respawn and keep trying with zero penalty is that fun?
To be fair, they could probably just reset the Boss' HP each time your party wipes, but then, what about if only *some* of the Party Members die? As long as someone's alive, the Boss doesn't reset HP and you can have an infinite respawn and do slight damage and rush the Boss to death.
I remember reading about Prince of Persia having No Game Over. If you "died," you just respawned immediately to try again.
Ideally, it should just be about figuring out tactics and strategies, and the fun and challenge should be about that aspect, and not Death Penalties, sure. But I think without some Penalty, you lose any sense of thrill and excitement (you know you just respawn immediately and can continue).
I can't tell if it's me or this thread, but keep getting errors when I try to"like" :( in any case, after coming from corpse runs and de levelling I agree the current penalty is quite light, and there is no sense of danger.
I like it when games have a severe death penalty.
I think Yoshida is right that this game doesn't require something like that giving everyone headaches. I still however would like to feel more afraid of dying. It makes games more exciting to have that thrill when you live with 1 hp left. There's a reason why people enjoy gambling and it's not just the fact that you might win something, it's also the thrill that there's a chance you might lose something.
As for the argument that games aren't supposed to imitate reality only provide fun. I think this is an incredibly general statement and not all games live by these standards. I know games like Tetris don't hold a lot to realism and still manage to be fun, but who decided things would fall down and not up. Whether this was truly inspired by reality or not I would say games like MMORGPs or RPGs like oblivion that try to create a real world environment do try to come off as realistic. Immersiveness is a strong part of a good story, something that Final Fantasy does well. If things don't make sense then neither does the story. This goes hand in hand with developing a character in a video game. In order to feel attached to the character you're creating you want the world to have some sort of realism to make that connection with your character a little easier. Yes games still need to be fun however, and we do sacrifice realism for that. This comes in the nature of the world, the fact that you can cast spells and you get to fight giant beasts and fight for a country. You don't get to do those things in real life and that's why you play mmos. Objectives based on a fantastical reality.