Posted February 14, 2021
Incidentally, here is an idea I had that would have made a game like Shin Megami Tensei: Nocturne a bit more fair. (For those not aware of this game, I note that it's a turn based RPG where the main character dying would mean a game over.) With that said, it could be applied to other genres. The way it works would be like this:
* When you reach a save point, you are given 3 lives. You can refill these lives by going back to any save point.
* If you die, you lose a life and respawn right where you were, outside of battle. (Note that, for certain types of games (like platformers), this would need to be slightly modified so that the player wouldn't die immediately due to respawning on spikes or in a bottomless pit, for example.)
* If you lose your last life, it's game over and you have to load from the last save point you used. (Whether you keep any items you found is a different design decision.)
* There may be extra lives hidden in some of the harder areas. Any extra lives are lost on hitting a save point, but said extra lives will respawn when this happens. There will be a cap on the number of lives you can have.
Basically, in this case lives would mitigate the danger of losing progress due to bad luck (instant death hits the main character, and SMT:N's press turn system punishes the player heavily for being unlucky with misses and criticals) or the player making a mistake (hitting an enemy with an attack it reflects, which additionally costs an extra turn IIRC).
* When you reach a save point, you are given 3 lives. You can refill these lives by going back to any save point.
* If you die, you lose a life and respawn right where you were, outside of battle. (Note that, for certain types of games (like platformers), this would need to be slightly modified so that the player wouldn't die immediately due to respawning on spikes or in a bottomless pit, for example.)
* If you lose your last life, it's game over and you have to load from the last save point you used. (Whether you keep any items you found is a different design decision.)
* There may be extra lives hidden in some of the harder areas. Any extra lives are lost on hitting a save point, but said extra lives will respawn when this happens. There will be a cap on the number of lives you can have.
Basically, in this case lives would mitigate the danger of losing progress due to bad luck (instant death hits the main character, and SMT:N's press turn system punishes the player heavily for being unlucky with misses and criticals) or the player making a mistake (hitting an enemy with an attack it reflects, which additionally costs an extra turn IIRC).