So recently, I've tried two popular games that I never had a chance to and they both turned me off for the same reason. The games were Hollow Knight and Dark Souls. What do these games have in common? Gloomy atmospheres, difficulty, and a horrible way to handle death. If you die in either game, you return to your last checkpoint. Pretty basic stuff. The other punishment is that you leave behind all of the currency you've earned. You then have one shot to go back to where you died and pick it back up. The catch however, is that if you die again before picking up your stuff, all of your stuff disappears never to be seen again.
What's wrong with this system? Well, both games are built with failure in mind. They're both difficult in their own ways but Dark Souls especially was crafted to be the most brutal experience in modern gaming. Losing all of your stuff, especially currency isnt a good punishment. Instead of wanting to push forward after this happens, I want to turn off the game and play something else. This is because losing your money means grinding. Instead of throwing yourself back into a tough section, the pace of the game is broken while you slaughter enemies until you get back to where you were.
So to keep the pacing of the game, what would be a good punishment that's harsh enough to know you failed but lenient enough to keep you encouraged? Honestly, what they already have is good. Returning to a previous checkpoint is punishment enough. If checkpoints are sparse enough (they definitely are in DS) then, just fighting back to where you were is punishing without being discouraging.
Of course, too many checkpoints remove challenge, Breath of the Wild would be a fairly challenging game early on if it didn't let you save scum through anything. Same with Skyrim. Both are great games but the challenge is nearly removed with a hearty dose of checkpoints.
Now of course, there's the argument that I just need to "git gud". This is true enough but I don't want to get good at something if I lose progress every time I try. A game can be tough as nails without being frustrating. I don't think Dark Souls would be any less hard without the money loss.
Some final notes I forgot to hit earlier and when I edit on mobile, the whole article goes crazy. Earthbound has a good money loss system where you lose half of what you're carrying at the time with plenty of ATMs. You decide what you want to risk. Minecraft has a horrible system where it encourages you to use your best items but you lose ALL of them if you die.
TL;DR Games can be hard without stupid punishments for dying.
What's wrong with this system? Well, both games are built with failure in mind. They're both difficult in their own ways but Dark Souls especially was crafted to be the most brutal experience in modern gaming. Losing all of your stuff, especially currency isnt a good punishment. Instead of wanting to push forward after this happens, I want to turn off the game and play something else. This is because losing your money means grinding. Instead of throwing yourself back into a tough section, the pace of the game is broken while you slaughter enemies until you get back to where you were.
So to keep the pacing of the game, what would be a good punishment that's harsh enough to know you failed but lenient enough to keep you encouraged? Honestly, what they already have is good. Returning to a previous checkpoint is punishment enough. If checkpoints are sparse enough (they definitely are in DS) then, just fighting back to where you were is punishing without being discouraging.
Of course, too many checkpoints remove challenge, Breath of the Wild would be a fairly challenging game early on if it didn't let you save scum through anything. Same with Skyrim. Both are great games but the challenge is nearly removed with a hearty dose of checkpoints.
Now of course, there's the argument that I just need to "git gud". This is true enough but I don't want to get good at something if I lose progress every time I try. A game can be tough as nails without being frustrating. I don't think Dark Souls would be any less hard without the money loss.
Some final notes I forgot to hit earlier and when I edit on mobile, the whole article goes crazy. Earthbound has a good money loss system where you lose half of what you're carrying at the time with plenty of ATMs. You decide what you want to risk. Minecraft has a horrible system where it encourages you to use your best items but you lose ALL of them if you die.
TL;DR Games can be hard without stupid punishments for dying.