Quote:
Original post by Kest
The threat is what it's all about. That's why it's nearly as effective to implement a possibility of loss instead of absolute loss. A 10% chance to lose something is nearly just as good to encourage success as a 100% chance of loss. The threat may never actually be delivered to a certain player, but that doesn't stop it from doing what it was intended to do. What matters is that the player continues to believe that it could be delivered, upon any death. The only way to ensure that is to make it real.
I agree here. This is partly what I was trying to say when talking about story consequences and the reaper example - The 10% chance is almost as good as the 100% chance, and I think that some form of story or setting advancement is a good way to further push the percentages before the player continues to believe.
By including some form of scripted sequence, story advancement, etc, that gives the impression of "that was a close one, you were nearly done for!" you can reinforce and remind the player of the threat without needing to actually follow through on it just yet. It doenst have to be a whole sequence like the reaper example, that was just what came to mind - it could be something much quicker and simpler so long as it gives the close-call feeling. You could push it down from needing 10% chance of loss, to 10% chance of a reminder event and only 5% to actually lose something.