Death and reload needs to be revamped

Post » Mon Nov 01, 2010 10:23 am

Dieing and reloading is getting so old in games now and I think an RPG like TES would benefit a lot from a more immersive death scenario.

I have a mod for Oblivion that sees the PC get transported to an inn after death with a message saying you were found half dead by an adventurer and pulled to safety; some gold is lost as a penalty.

I very much doubt that Skyrim will have anything other than 'death and reload' but I'm hoping for something a bit more immersive and entertaining.
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Eibe Novy
 
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Post » Mon Nov 01, 2010 8:59 pm

Dieing and reloading is getting so old in games now and I think an RPG like TES would benefit a lot from a more immersive death scenario.

I have a mod for Oblivion that sees the PC get transported to an inn after death with a message saying you were found half dead by an adventurer and pulled to safety; some gold is lost as a penalty.

I very much doubt that Skyrim will have anything other than 'death and reload' but I'm hoping for something a bit more immersive and entertaining.


How many people would just reload their last save point in that situation, though?
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Dale Johnson
 
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Post » Mon Nov 01, 2010 10:25 pm

How many people would just reload their last save point in that situation, though?

But you could also say how many people just reload when their lockpicks run out or they get caught stealing; so why not do away with getting caught for a crime or running out of lockpicks.

It's an option you can choose to go with or not. Some people deal with the consequences of being caught by a guard and some just reload to before they tried to commit the crime.
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Emma
 
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Post » Mon Nov 01, 2010 10:02 am

Honestly, seems like it would just be annoying and ad nothing to immersion.

I was three-levels deep in ruins, surrounded by a lich and his 5 necromaner buddies and all of their collective undead minions who were just waiting to do all sort of naughty things to my dead body... But luckily, they only knocked me out, gently and lovingly carried me outside, tucked me into a blanket, and waited with me until an adventurer happened by.
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.X chantelle .x Smith
 
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Post » Mon Nov 01, 2010 8:48 pm

NO! It would make the game tooo easy (like fable) and make the combat boring. :dry:
The only thing they should change is remove the timer that when you're dead makes the pause screen pop up.
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Patrick Gordon
 
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Post » Mon Nov 01, 2010 4:40 pm

Honestly, seems like it would just be annoying and ad nothing to immersion.

I was three-levels deep in ruins, surrounded by a lich and his 5 necromaner buddies and all of their collective undead minions who were just waiting to do all sort of naughty things to my dead body... But luckily, they only knocked me out, gently and lovingly carried me outside, tucked me into a blanket, and waited with me until an adventurer happened by.


Pretty much, seeing as a lot of the heaviest combat happens deep within caves and tombs I don't see some adventurer coming by and taking you all the way to an inn from say, the top of a mountain in Skyrim. Easier to just reload, because that's what everyone does anyway.
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Ellie English
 
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Post » Mon Nov 01, 2010 5:59 pm

If you died in the middle of a forest, then that would be a good situation for getting rescued. But in a cave, fort, or whatever, then you're screwed.


Like what people are saying, this isn't that good of an idea.
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Justin
 
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Post » Mon Nov 01, 2010 8:03 pm

Must be just me then. The mod I use has really added a lot of tension to my game with death actually being something I try to avoid for a reason other than not wanting to reload.

It wouldn't be strange either, because the world should be full of fellow adventurers and also Guard patrols that might pop into dungeons etc to try and quell any large groups of enemies and then just happen upon a badly beaten player and take him to safety.
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Mike Plumley
 
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Post » Mon Nov 01, 2010 9:51 am

I kind of think the penalty for dieing would be a novel idea. Back in time on a command-line RPG system :ooo:, when you died you lost a level your level aquired skill points, and any equipment and money you had on you would drop on the ground by your corpse. So it made you appreciate the value of life. (PS and you can only save when you exit the game or level up)

Now Skyrim won't be that drastic, but maybe transporting your body to a hospital and leaving your gear behind is fair.
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joannARRGH
 
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Post » Mon Nov 01, 2010 4:01 pm

a eventually hardcoe mode must include geographical restrictions about saving spots, for example you can't save the game in dungeons or at least in certain places of them.
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Charles Mckinna
 
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Post » Mon Nov 01, 2010 8:52 am

Not a bad idea, but I do think most people simply reload.

Speaking of which, the console versions should get a quickload option from the start menu. I use quicksave/quickload all the time on PC, and having to take the extra step of bringing up the load menu on consoles is a small but needless annoyance. Why not just allow me to quickload my last save in one step?
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Alisha Clarke
 
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Post » Mon Nov 01, 2010 5:03 pm

No freaking way.. one more "I win button" even if you loose.

Deal with the consequence, your loosed, reload, reroll, be more careful etc...

No way, no more i win button.

As someone say, if you killed by wolves your a good meal, noone will find you half dead, only half eaten if the wolves where already fed.
If killed by a lich mounting an army, you will be at most undead not half dead...

Adventuring is taking risks and dealing with it. no I win sh!t, enought of it.
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anna ley
 
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Post » Mon Nov 01, 2010 10:53 am

Replying to Death and reload needs to be revamped


No!
No, it doesn't.
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Kathryn Medows
 
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Post » Mon Nov 01, 2010 7:00 pm

Saving and reloading is the most realistic and immersive style, flat-out. Why? Well, okay, maybe not in the TES World, because we know what happens to those that die. But still, when you're dead - you're dead. Save and reload isn't a means to come back to life, but to go to a check-point. That check point may not be when you died, it may be when you logged off the game. It can be a thousand things. Not to mention you can do things different when you reload. Maybe you didn't sneak well enough. Or maybe you want to do it a different way, go a different way, something.

But I am all for how it is has been, "death and reload." Yes, I would like to... say have some grand sequence after death where you somehow are resurrected by... whoever. But what happened would've still happened. If you were fighting guards, when you come back to life, you'll still be labeled as someone who fights guards. And maybe you want that. If you do, you can just repeat it after you reload, keep that criminal life-style.

Eh... where was I going with this...? =X
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claire ley
 
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Post » Mon Nov 01, 2010 11:43 am

If you died in the middle of a forest, then that would be a good situation for getting rescued. But in a cave, fort, or whatever, then you're screwed.


If a Dovakin dies in the middle of the forest, does it make a sound?
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Beth Belcher
 
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Post » Mon Nov 01, 2010 5:42 pm

I've been thinking 'bout this too. But as long as the "save whenever you want" option is in, alternative death senarios aren't needed. If however the game would feature an auto save system, saving once you enter, save when you fast travel, save when you buy / sell stuff, save when you break lockpick, save when you win a fight etc and save when you enter a fight automatically it would already be a step forward. But to this will come the argument "I want to save whenever I want cuz thats what TES is about, besides I don't have time like others so I may have to stop playing quite early and thus made no prgress at all". Fair enough. So keep it as it is, as long as re-loading upon death would take time and actually show in epuic slow motion you become beheaded. hehe.
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Trevor Bostwick
 
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Post » Mon Nov 01, 2010 11:54 pm

This isn't Pokemon or Dragon Quest where if you die you just lose half your money. When you die in the Elder Scrolls games you die and have to reload a save, hint save often that's why the message keeps appearing on your screen. Trust me we don't need to streamline this series anymore then it needs to be, I mean look at Fable you can't die in that game which pretty much gets rid of the challenge of playing the game.

Also to add one final point this feature could lead to exploits like running through a hard dungeon and grabbing a rare piece of Daedric armor or other rare item and then getting killed by the boss. What happens then, well you just go back to the Inn and nothing bad happens except you lose a couple of gold coins that could easily be replaced. Also you get a free broken rare item that allows you to to destroy everything in your path and would pretty much make you broken for the 1st part of the game. We don't need to make Skyrim easier we need it to be a great game and how is it a great game when you can use an exploit to get all powerful with little to no effort.
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Andrea Pratt
 
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Post » Mon Nov 01, 2010 8:58 am

Honestly, seems like it would just be annoying and ad nothing to immersion.

I was three-levels deep in ruins, surrounded by a lich and his 5 necromaner buddies and all of their collective undead minions who were just waiting to do all sort of naughty things to my dead body... But luckily, they only knocked me out, gently and lovingly carried me outside, tucked me into a blanket, and waited with me until an adventurer happened by.


This. There's nothing wrong with the died/reload concept. (Except, of course, for those few people who think that you should always play permadeath. :) )


If a Dovakin dies in the middle of the forest, does it make a sound?


AAAaaaaaiiiieeee!

:tongue:
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James Smart
 
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Post » Mon Nov 01, 2010 9:54 am

Urghhhh - the great debate!!

When an NPC dies it is replaced with a friend or a relative so that the quest continues. Maybe the same should happen when the main character dies - possible re-roll and stats are affectted - like diablo you must race to get your stuff back, maybe the same would apply as you know exactly where you just died.

I wish the save game and death scenarios for games were different as (unlike many people) I think games need to revolutionize the way we play games (not only through graphics and 3D) but through immersion while still keeping the game fun and enjoyable.

I do not claim to know how this can be done, but more discussion around these ideas is needed.
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Eoh
 
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Post » Mon Nov 01, 2010 9:59 pm

Dieing and reloading is getting so old in games now and I think an RPG like TES would benefit a lot from a more immersive death scenario.

I have a mod for Oblivion that sees the PC get transported to an inn after death with a message saying you were found half dead by an adventurer and pulled to safety; some gold is lost as a penalty.

I very much doubt that Skyrim will have anything other than 'death and reload' but I'm hoping for something a bit more immersive and entertaining.

Waking up at an Inn every single time you die would get old really fast. Not to mention it makes no sense what so ever.The current system is more than fine.
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JaNnatul Naimah
 
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Post » Mon Nov 01, 2010 3:33 pm

I've been thinking 'bout this too. But as long as the "save whenever you want" option is in, alternative death senarios aren't needed. If however the game would feature an auto save system, saving once you enter, save when you fast travel, save when you buy / sell stuff, save when you break lockpick, save when you win a fight etc and save when you enter a fight automatically it would already be a step forward. But to this will come the argument "I want to save whenever I want cuz thats what TES is about, besides I don't have time like others so I may have to stop playing quite early and thus made no prgress at all". Fair enough. So keep it as it is, as long as re-loading upon death would take time and actually show in epuic slow motion you become beheaded. hehe.


G-Bad 3 Whatup!

Use a timed autosaved feature that is triggered every 10 to 20 minutes - no save is overwirtten so you can go back and reload which ever save you want; with the potential of having to do 10 mintues of work to get back to where you were.
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Lil'.KiiDD
 
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Post » Mon Nov 01, 2010 7:15 pm

Use a timed autosaved feature that is triggered every 10 to 20 minutes - no save is overwirtten so you can go back and reload which ever save you want; with the potential of having to do 10 mintues of work to get back to where you were.

No thank you. I don't want a thousand auto saves. Two Worlds 2 has that feature as well as the save/reload anywhere you want, so I turned off the auto save every ten minutes because I was racking up way too manu auto saves.
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katie TWAVA
 
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Post » Mon Nov 01, 2010 8:02 pm

This is modder's territory, as far as I'm concerned. I think that in the vanilla game, dead should be completely, totally, without exception, dead. Your ONLY option when you die is to reload an earlier save and do it again and not die.

I guess I can see the appeal of a "transport you somewhere and take some of your stuff" alternative to dying (a la GTA), but I find it immersion-breaking and have no interest in it myself. Sure, as with all such things, they could make it a toggleable option, but then we're into the budget and time restrictions of whatever is added to the game represents something else that's eliminated, and this one doesn't appeal to me at all, so it would certainly represent the elimination of something I value more.

Not a bad idea all in all, I guess, but better left up to modders.
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Sweet Blighty
 
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Post » Mon Nov 01, 2010 1:15 pm

Dieing and reloading is getting so old in games now and I think an RPG like TES would benefit a lot from a more immersive death scenario.

I have a mod for Oblivion that sees the PC get transported to an inn after death with a message saying you were found half dead by an adventurer and pulled to safety; some gold is lost as a penalty.

I very much doubt that Skyrim will have anything other than 'death and reload' but I'm hoping for something a bit more immersive and entertaining.


I don't think this is a bad idea. Maybe if you transported to the nearest inn to add a little more sense of adventure... Could work. Most importantly it gives the player the choice of continuing and accepting the loss, or re-loading. It is interesting to see so many detractors, check out Planescape: Torment, something of a gold standard in RPGs.

Would anyone hate me if I said "Morrowind had an interesting option". Lol. It's true, the recall and intervention spells could be used anywhere and at any time. Finding an opponent who was above your level was not a problem, if you judged the fight as, say a 50/50 chance you could give it a go and if things started to look grim you could just buzzzzut out of danger. Excitement, adventure, choice all from just one little spell :)
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leni
 
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Post » Mon Nov 01, 2010 7:11 pm

It make sense in a game like Grand Theft Auto that you get transported to a hospital and have to pay for your bill.
But this is a viking based setting.
How many people would realistically go through that trouble back then?
I don't think Bethesda should make it seem as though you are invincible and will always get a second chance at life for a few gold.
Keep it realistic, if you die, you're dead. Plain and simple
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Danny Warner
 
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