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Project Eternity - Interview @ PureSophistry
Feargus Urquhart is interviewed by Pure Sophistry on Project Eternity. It is a video interview where they list these as the highlights:
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"usually when players turn on perma death all it does is force them to reload when someone dies."
I must be getting old, because this seems, to me, how video games should work. |
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I dislike the 'knocked out'. I am a big fan of can be killed but resurrected. Of course since healing and such is going to be so limited in PE, that makes it a bit difficult to have death that is not permanent.
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I like that it is an option - think that is the best way to go.
Personally I don't like perma-death. I am going to be dying in real life, far as I know, and prefer to not have the experience in my recreational gaming :p |
A dead companion will make me reload and play the fight again. So permadeath for me only makes the game longer without adding to the fun.
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Permadeath, I feel, is great for a turn-based game. It adds that little extra motivation to strategize your battle(s). In more fluid and chaotic (non-turnbased) gameplay, I don't really care for it since so much is left up to chance.
Not sure how I feel about permadeath in Eternity's realtime w/ pause gameplay, though. If the Infinity Engine games are any evidence, it would likely just lead to more reloading (unless a resurrection skill is easily had - which, from what I've gathered, it won't be). Good interview. |
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I like the idea of permadeath and how it can make you be more careful and more attached to your companions. But when your companion dies because he walks into his own mine or grenade or charges 5 enemies in power armor while wielding a knife, permadeath just becomes a source of frustration.
If they had smart enough AI that when they die you could say they fought well, instead of "what the heck was he thinking?!" I'd consider permadeath again. |
Permadeath with optional resurrection should be the obvious alternative. Make it costly and log it somewhere on the sheet.
If a battle is really tough and one character dies, I wouldn't just reload if I could resurrect the character in question, going through some costly process. Conan the Barbarian has an excellent scene to demonstrate how this can add meaning and depth to a character. It would mean extra caution during battles, and by logging the death - it adds meaning to the experience and you can immerse yourself in the event, rather than just gaming it. So, I'm definitely FOR permadeath if handled correctly. Exactly like the PnP experience should have permadeath as a threat looming. I mean, everyone knows that the campaign would end if characters just died without any possibility of resurrection or rerolling a new character. But the illusion of threat is VITAL - and if it's not there, combat starts losing its meaning. Not that I would expect modern developers to understand the finer points of these things. |
Permadeath for companions should ONLY be allowed in games where you have real control over your companions. In the mentioned Fallout games, you do not have that, and the AI is far less than ideal. No really, it plainly sucks. I can hardly imagine a more effective way to kill my fun than having to deal with idiot companions on a suicide trip.
In PE on the other hand, I assume direct control will be possible. So here permadeath could be an option? |
Dragon Age had an OK compromise with the injuries, imo.
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Like taking a character out of combat ala ME? And them automatically coming back after it was over? I should remember this. :/
Never mind - I remember the injury system now. Was it 3 injuries and the character was killed, permanently? |
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I still prefer my own way - but for some reason it's not considered "meaningful" to have the threat of death in games anymore. |
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