qmodal wrote:Heh, it probably doesn't get said often in these forums, but thx guys for disagreeing with me. It's not too difficult to argue in favor of no DP, but arguing against is harder than it seems.
Dr Z, I'd be interested to see you develop your objections a bit more. I don't want to agree with you or disagree with you yet on whether you might be right, but I want to give you a series of hypothetical yes-but's:
Thanks for the tone of your comments qmodal. Agree or disagree doesn't matter, I respect your opinions and I think people enjoy reading this kind of discussion. I'll try to flesh out my points in answer to your questions.
qmodal wrote:Well, the game would be different, but even if it is perceived as "heaven-like" how does that prevent immersion? Paradise might be quite immersing.
Yes, but it's not SoR. I might or might not enjoy a "heaven" type game, but it makes me think of the sims, not an RPG.
qmodal wrote:In an exciting contest, wouldn't survival be thrilling because you *survived* and not because you avoided DP? Wouldn't dying be a disappointment because you failed to stay alive, not because you gained DP?
I believe that the thrill would be largely lost if there were no consequences for failure. After all, you could just fight the critter again and again until one time you lucked out and won. What is the thrill there? Why care if you die if it doesn't mean anything?
qmodal wrote:>>*No incentive for careful playing to avoid dying.
This is the really difficult one, because it involves a change of mindset amongst careful players. If you care about careful playing (and I do too), what truly goes wrong if some other players don't care? How does it impact you? Sure, perhaps some idiot gets a break, so to speak, but does it really affect my gameplay, unless I feel like competing against the idiots?
The problem here, IMO, is that the definition of careful playing changes. If there is no consequence to dying, then avoiding death is actually foolish, and merely slows you down. Why bother? The whole dynamic of how people would approach the game would change. I would feel stupid working hard to avoid death when/if there is no penalty.
Overall, I think the most important part of this for me is the immersion factor. My toon represents me in this world; for him to really be alive, there have to be consequences for dying. Otherwise, it all just doesn't matter.
Doctor Z.