idbeholdME: Overpowered team-mate revival in co-op games. When someone gets downed and you revive him, he should have only a sliver of health and have to retreat and recover in most cases. The reviving process should also take a decent amount of time (I'd say at least 6-7 seconds) since you are bringing a player back into the game, which is huge. Yet in most games I see/try that have this mechanic, the revive takes like 3 seconds tops and people are revived at either full or at half health at best. The player should be punished for getting downed. The fact they are being given another chance by revival is enough. Why they also receive a full heal is beyond me. When being downed is just a faster way to heal, something is wrong.
I have this sort of issue in certain arcade style games, like Teenage Mutant Ninja Turtles 4: Turtles in Time. In that game (and many others), in single player you have to start the level over if you die, while in multi-player you just respawn and can continue. Consistent mechanics please!
Also there are some party based RPGs where a character can learn a full revive before learning a full heal, or not learn the full heal at all (Dragon Quest 8 has one character like this), or there might not even be a full heal in the first place even with a full revive (Final Fantasies 6, 8, 9, and 10 are all like this with magic, I believe).
With that said, sometimes this sort of mechanic can be interesting, particularly with finite lives (see Zelda 2, where sometimes dying to restore your magic is a good idea, but you only get 3 lives before being sent back to the palace at the start).
dtgreene: The thing is, the preventable problem is the game developer's fault, not the player's in this place; the way to prevent this would be for the developer to not put that point of no return in the game in the first place.
GameRager: No, it is the player's job to pick what they can handle/play and not the devs....no one has to cater to anyone's(even my own) taste, as it's not a human right.
If I may offer a bit of criticism, you seem to be in the camp that people shouldn't have to improve themselves(or much) and that others should be responsible for other people's well being most of the time. To me that's just not a good idea......I think it needs to be a shared effort.
Except for the fact that often, it's not clear that there's a point of no return until you've invested double digit hours into the game, particularly when it's in a genre where one does not expect such things (RPGs or Metroidvanias, for example).\
My point is that games should be sanely designed.
That brings up another thought I have had: Gameplay is more important than story. Therefore, if there's any point where the story would hurt the gameplay (like having a point of no return, or denying access to a strategically interesting character), then the story should be changed so that doesn't happen. Change the story to fit the gameplay, not the other way around.