I think that pretty much no matter what you do people are going to reload.
If you want to make it so people don't reload as much you need other mechanics. Off hand the first things I can think of would be stored experience, where you store experience and then can apply to any character new/old. A very short leveling curve, or "power tier" that is closer to customization rather than leveling. Maybe getting unique resources when a character dies(souls/similar).
In my opinion reloading is bad game design, technically it is sometimes worth to have such a feature, but from a game design view reloading a scene (atleast many times) is just boring. I remember once a scene in max payne where I reloaded a particlar scene for 30 minutes until I beat it. Finally it was boring, frustrating and pure luck to beat this scene, in fact it was really bad design, this is pure grind.
It may instead be better to have another look at character death, player failure and how you want to incorporate them into your game.
One thought that occurred to me - what if perma-death was a conscious choice rather than a direct result of player failure?
Under normal circumstances, if a character is 'killed', he is not killed, but simply wounded sufficiently badly to be taken out of the fight, and perhaps is rendered crippled or even unusable for a period of time afterwards.
However, each character has a 'heroic last stand' ability which can be activated at any time, even if he is already out of the action. Once activated, he becomes effectively unkillable for a period of time, fighting on even after reaching zero hitpoints, generating massive aggro, and getting significant bonuses to combat which will enable him to at least injure even the toughest monsters. Once the ability wears off though, he will die - heroically, but permanently.
This is an interesting thought. The effect of beating a character should atleast scale with the difficulty. At easy mode characters could respawned or be revived after battle. At medium level a character needs to rest or work with reduced efficiency and at highest difficulty level a character dies permantly. The sacrify of a character for the survival of the rest idea could give the whole approach a neat twist.
[quote name='Ashaman73' timestamp='1302241460' post='4795837']
I want to deliver a game experience where you don't want to reload.
I think this is a ridiculous goal.
[/quote]
I would call it a idealistic goal Take a look at multiplayer games, either FPS nor MMORPGs have a reload button. Some single player games like torchlight or dwarven fortress got rid of it too.
If your player doesn't want to reload after losing something, then one of the following is true:
1) It didn't have any real value to them in the first place.
2) It takes less effort to acquire a new one than it does to reload the game.
The second option is not a bad one.
How about this; have a 'casual' mode where players can save/load as much as they like and their score is worth peanuts. Then have a 'normal' mode where the player can only save between missions or whatever. Then create a 'hardcore' mode that has no reloading, only continuing from where you were when you last left the game or your computer crashed.
Has this anything to do with game design ? Load/save is a technical feature which could spoil the game, either because you can't reload an older save to overcome an else impossible situation (=>bad gamedesign) or you need to "grind" load/save a certain situation until you beat it (=>bad gamedesign). I never talked about getting rid of load/save I just want to approach the goal, that the player does not see any necessity in reloading the game.
Ever play any Dwarf Fortress? In the Fortress mode, you get waves of immigrants. Many of them are completely freaking worthless, like a cheesemaker or an apprentice glassblower or a miller or something else that either a) anyone in the fort can do just as well, or b) you don't need in your fort. "You make soap, eh? I've got thirty years' worth of soap in here. Welcome to the militia, Recruit. You don't get any armor." Sometimes you get a really good recruit, like a skilled weaponsmith that saves you a ton of money on training, or a terrific brewer. More often, you train up a dude to fill a critical role. A grandmaster mason that can make ornate doors and tables from raw stone, or a legendary armorsmith that imparts a huge bonus to the defenses of your elite warriors, or the elite warriors themselves, who have been training and battling for years and can crush raiding parties that outnumber them four to one. These guys get nicknames, and fancy bedrooms, and opulent burial chambers.
In this way, each character is both anonymous and unique. Sure, they all have names, but they're also conveniently color-coded by their job classes, so when you need a floor smoothed or a wall built, you send eight random white smileys to get it done. On the other hand, if you need a masterwork platinum sarcophagus that menaces with spikes of ruby and is encircled with bands of brass, you use dedicated workshops that are only used by one bodacious guy, and when the vile force of darkness shows up, you hit the button that sends the faceless punks up to absorb arrows and the important bosses downstairs where the canned goods and hookers are kept.
Yes, I played dwarf fortress, but never really long enough. My game will be similar to it.. When dwarf fortress is about managing a large company with many anonymous, but still unique, employees, my game will be about managing a much smaller company where the manager knows each employee by name.
A grandmaster mason that can make ornate doors and tables from raw stone, or a legendary armorsmith that imparts a huge bonus to the defenses of your elite warriors, or the elite warriors themselves, who have been training and battling for years and can crush raiding parties that outnumber them four to one. These guys get nicknames, and fancy bedrooms, and opulent burial chambers.
This one is quite an interesting idea. What if the death of a single character can be either "ignored" or be used to some advantage. A sword master who dies in battle could get some burial chamber and statues. He would get some kind of hero status, new recruits would increase their combat skills by learning from his "combat style" etc.. New recruits like bards could be available once the "community" has some legendary, but dead, heroes. These bards tell stories about the old hero and will allow the game to advance in new directions.