Re: Alternatives to permadeath



Ray Dillinger wrote:
Keith H Duggar wrote:
Conversely, if a game has ultra rare items and I lose
one upon death it SUCKS and I don't find it fun. (It is
ultimately my goal to have fun when I play. On the other
hand, if that item reappears in a temple somewhere and I
can buy it back later, then I don't mind.

See, what I'm thinking, would be where you lose your
entire equipped kit, at the same time creating a "boss" on
that level out of whatever killed you, and the "boss" then
has all your stuff. And can use it. Against you. When
you come back for revenge with whatever equipment you had
cached elsewhere.

Great idea! That sounds really fun. Reminds me of some of
the old games where often a boss was hard because of the
items he had, and when you killed him those items dropped.
(Though sometimes they were to large for you to use.) And
there are many interesting variations for your idea. Like
the boss could be a ghostly, or undead, or skeletal clone
of yourself.

I played on a Neverwinter Nights persistent world once where
a particular evil tower had a trap that turned you into a
particular monster and spawned a clone of you which you had
to defeat to escape. Needless to say, once you reached a
certain power level the trap was usually lethal.

Seriously, I think swearing off a game for a few months
due to an especially annoying permadeath is part of the
canonical process of growing to *seriously* obsess about
and love a roguelike game. I would never deny my players
that opportunity.

You can always have a permadeath option then ;-) Or with
some of the options we've discussed you can make death
arbitrarily painful.

-- Keith -- Fraud 6

.



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