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If the game is MMO and the character is in a party then the whole responsibilty falls in the hands of the party members, i.e. they are the ones who should take the character to a resurrect point (be it a priest, a cinic or something else). Otherwise the game just stops for some period of time and the character finds him/herself at the nearest resurrect point with the (wierd) explanation that someone found them and took them there (well there could be actual corpse collector NPCs that wander about and look for dead heroes or something similar). In single player games there isn't much point in making the player wait, unless of couse you want to punish them =]
I think, that this approach will interrupt the game flow too much. Most group based RPGs already got the option to revive someone, so why let them drag your corpse to the next resurrection point just to start the dungeon over again ? :)
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I like the idea of the player is only resurrected if the world wants them to be. If a level 1 adventure wanders into a cave and dies no one will be concerned. If that adventurer helps out a nearby village beforehand they may be worried and send a party to retrieve and treat them. Of course if that adventurer wandered into the level 99 cave of doom the townspeople would consider their own safety and leave them to die. So your reputation in the world would have to keep up the danger you wander into.
This one is a cool variation of permadeath. You are always in danger to permanently die, but at certain occasions you are lucky enough to continue. This could be some townspeople who rescue your life or a diety who thinks that your life is worthy enough to be saved this time. Still, the danger of loosing your life permanently isn't bearable by many people.
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Essentially there's no "death" at all, and certainly no concept of loading from a save when you die. Even in combat, if you're getting beat up too much, princess pushes the baddies away from you temporarily.
Ahh... this one is an other nice option: don't let the character die. But how to establish such a buddy (a princess, an angel, a dark shadow whatever) in a rpg ?
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An idea to try: your character is a parasitic, non-physical existence that gains the control of whichever creature kills your current body. Some interesting gameplay possibilities here, although the whole game would have to be designed around this very fact.
The core idea is good. An alternative would be, that you leave your body as ghost when dying and you get the options to take control of an other already dead creature or to respawn at the i.e. level start. I could think about gaining most of the target creatures attributes but keeping your own skills.
But as you have already mentioned, this gameplay is a game of its own :)
Although many people don't like to 'lose' something while playing, many people don't see , that loosing something is part of the thrill and atmosphere, isn't it ? When I talk about loosing, I don't mean life alone. Think about loosing experiences, game progress, ammonition, items, advantages etc. Compare it to a horror movie. If you know, that a certain character will survive how thrilling will be a threatening scene ?
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Ashaman