Or: what does your game do when the player fails? Unless you’re making a zen game (or your game is just ridiculously easy) it’s going to happen at some point. If you’re making a masocore platformer, it’s going to happen a lot. So what are some design decisions re: player death that you’ve encountered that infuriated you…or that you thought were really cool?
I’ll share a couple:
I quit playing EverQuest back in the day because not only was grinding xp for levels extremely tedious, but you actually lost xp (and possibly levels) when you died. I think WoW fixed this rather elegantly by giving you an experience debt when you died instead, so instead of losing hours of progress, you just wouldn’t gain more levels until you paid it off. The difference being that hard earned levels and abilities are not removed from your character in WoW.
In Hotline Miami, one hit from anything kills you. The levels therefore require quite a lot of practice (and a bit of luck) to get through. And sometimes, it feels really frustrating. When you die, however, the game places you back at the beginning of the section you were on pretty much instantly. This really worked IMO to reduce rage quitting by not giving the player a break to think about. Yeah, that guy shooting you might have been cheap, but you’re already playing again so you might as well have another go.
I was playing some Super Mario 3D Land the other night. I had the TV on in the background, and only half paying attention, yet I had a pool of 60+ lives that wasn’t shrinking very much. A far cry from playing old school Mario games where scavenging for lives was a thing. And if you die five times in a row on a level, it spawns an item box that makes you invincible and lets you fly. Yawn. Why even bother to have lives? Just for the illusion of difficulty?