Haven’t played it!
But I was theorizing in my head, how to break the tendency of not penalizing player for dying. Because if you don’t hold the player’s progress back a little, you either need to create a ton of content… or you’ll be making a very short game. Not very good options.
Remember old days? If you died, you had to start over!
It used to be a worthwhile challenge to beat a tough level, that everyone knew about. You didn’t have a bizillions of other games to play, it was that one cartridge… either you beat the level, or go play outside… and that wasn’t an option!
With today’s millions and millions of games, the big masses tend to want to move forward, not get stuck in the same level. And that’s why when you fall down the pitfall, you’re placed back at the top… instead of starting over.
My theory is that to make up for the lack of interest in challenge, every time you re-play a level, you don’t experience the exact same thing. So randomizing the experience is key.
Risk of Rain seems to be a perfect example, it doesn’t matter if you die! You wont have to go through the same experience again. That’s why dying is a lot of fun in that game, right?
Same thing with Minecraft, dying isn’t an issue! Even in hardcore mode, because having to rebuild a house again, is a different experience every time.
Other games, like FEZ, do it differently. They hold back player’s progress by making the level exploration intensive. But when FEZ dies, you don’t lose all your progress, because you’d have to replay the same experience, and today’s players don’t forgive this!