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Thread: Death Penalty

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  1. #1
    Player
    BeePee's Avatar
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    Jun 2011
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    Tony Tony
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    Balmung
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    Conjurer Lv 30
    The OP is either trolling, or really doesn't understand how games create a sense of danger. Danger = Penalties.

    RTS game create danger by offering the ultimate penalty, Game Over.

    MMOs have death penalties, in the form of weakness, and usually something more substantial like exp loss.

    You can't honestly stand behind the argument that dying is a good enough penalty. That's nothing, no incentive to play better, or to think twice about engaging some crazy enemy. Death does not equal game over, one just re-spawns and continues on one's way.
    (10)

  2. #2
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    Quote Originally Posted by BeePee View Post
    The OP is either trolling, or really doesn't understand how games create a sense of danger. Danger = Penalties.

    RTS game create danger by offering the ultimate penalty, Game Over.

    MMOs have death penalties, in the form of weakness, and usually something more substantial like exp loss.

    You can't honestly stand behind the argument that dying is a good enough penalty. That's nothing, no incentive to play better, or to think twice about engaging some crazy enemy. Death does not equal game over, one just re-spawns and continues on one's way.
    I have a pretty good understanding of the sense of danger. DP doesn't achieve that, more of an inconvenience than a sense of dread.

    As far as RTS the sense of danger is not from "the ultimate penalty, Game Over", the sense of danger is simply losing. And in case you aren't aware, you can reload from last save in a RTS which equates to respawning in other games.

    And yes I can and am standing behind the argument that dying is a good enough penalty. The incentive to play better should not be the penalty of dying but simply rewarding the player for playing better by staying alive.
    (0)

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