A hard mode, most likely, would be a scam. Hard, punishing, there are words used by players who did not like what they saw.
DD was supposed to be built around non linear progression. It is fully built on linear progression.
Contrary to the assertion made in post 15, there was nothing new in the core design.
DD core design's spirit was old school. DD is first and foremost a dungeon crawler and traditionally, dungeon crawlers aimed at emulating the experience of a party going underground on a limited stock of food, health potion, mana potion or various items.
Dungeons were not cleared in one swoop but in several explorative journeys. The party, on the stock, could go that far before hitting the point of no return.
When the player perceived the party was around the point of no return, the options were: backtracking to the surface from the entry point, fearing for the random encounters on the path back to the daylight or hoping that the exit on the other side was near.
Later, as dungeons got deeper, features like rest rooms or egress spell/item were introduced to avoid burdening with the journey back to the entry point.
The progression was non linear, the party hitting dead ends, getting caught in harsh fights, running out of supporting items and moving back.
The decisions when to retreat or to abort an exploration journey were fully part of the strategical thinking.
DD was on the path to revive that old school design, when retreating from an encounter or aborting a quest were all relevant questions.
The death toll: up to players to decide. If players feel that they are hitting the point of no return, they can either choose to move back or keep pushing the party.
The problem is that it's all subjective. For some people, losing even one character is a failure. For others, beating the boss with only one character remaining is total success. It's tough to balance this.
The all subjective stuff. For non linear progression, it's been a while success/failures were characterized. Success/failures are always a matter of objectives.
- Success:the quest is completed/No hero died during completion of the quest
- Semi success: the quest is completed, one hero at least died
- Semi failure: the quest is not completed, no hero died
- Failure: the quest is not completed, one hero at least died