THOUGHTS: PERMA-DEATH IN A GAME?

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I am currently designing an RPG that on the surface will seem more like a tactical game or strategy game. While individual missions will be on a map with scripted encounters, the player will choose missions from a tactical screen, and position characters they aren't using to watch over other locations (Yes, I already know I can do this with the right scripting and events). The key I am aiming for though, is a low stats setup, tight stat control, low level max, a large cast...and perma-death. In that if your character hits 0 HP, they have some final words, you get a very bloody animation of their sprite biting it, and at the end of the mission, they're put on a memorial wall. I also plan to include some events and character interactions that can result in the death of a character.

What are the communities thoughts? Do you think players will be ok with perma-death in a JRPG, especially if saves are limited heavily to prevent save scumming? I know it'll take very precise honing of combat to feel fair, and already feel damn comfortable with the system I've adjusted it to.
I feel that permadeath works mostly in games where you can refill your troops to make up for losses - it keeps you from running into an unwinnable situation and also allows for the interesting moral decision of maintaining the safety of your crew vs. throwing them away like cannon fodder. There still is a loss if you can regain actors as you lose all progress on the ones who die.
Yeah, I'm working out the exact math, but I intend to have far more available actors than you need, so you can have some in reserve/deployed on station/on mission, and still lose a few and be 'safe'. Though with each character being a unique entity, you can't really refill them per say, other than to recruit new ones through recruitment missions.
SunflowerGames
The most beautiful user on RMN!
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=Using many save files.
CashmereCat
Self-proclaimed Puzzle Snob
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So what you're describing is kind of like a group survival game, in a sense? Where you might lose a few survivors in a battle, based on how they fare in battle? This has worked for group survival games such as horror survival flash games The Last Stand and Rebirth as well as, obviously, life simulation games like The Sims, although in the case of the latter, The Sims executes an autosave each time you exit the home, which is a valid form of punishing a player for their insolent misactions, such as locking Sims in the pool and deleting the ladder.

I would say that permadeath, in general, hinges on the basis that you cannot simply reload a save and quickly get back to the exact state you were in, unless it is the case that it is almost inevitable that people will die at every turn, and save scumming is part of the gameplay whereby you need to decide whether you should continue with your current group or not, or load a previous save. Oftentimes I see permadeath being implemented successfully as a central mechanic is in roguelikes (Nethack, Rogue, ADOM) and roguelike-likes (Spelunky, Binding of Isaac, Rogue Legacy, The Enchanted Cave), where dungeons are randomized, to some extent or in full, and each experience is a relatively new one. Permadeath, in my experience, hinges on the fact that "dying is fun", if each time you die and are reborn, you have a new experience, losing the avatar's skills in the game world, but retaining the player skills you learned from before the death. This would mean that theoretically, the next time you tackled this challenge you would be better equipped to deal with it. In the strictest sense, I would consider multiplayer games such as FPSes to be permadeath - you shoot, you die, you respawn but you start from the beginning state. The difference is, that in multiplayer games each playthrough is different because of emergent gameplay arising from other players' interactions spicing the gameworld up.

The key point I think to take out of planning for permadeath, is that either there needs to be randomly generated content like in a roguelike, or, if it is a largely linear game like your traditional JRPG storyline, deaths in battles need to be pretty much inevitable, and battles long. Another tactic would be to make save points less frequent, so you can obviously save scum less. Hopefully save scumming becomes less convenient due to how long it takes you to actually finish a battle, or how long it takes you to get to a save point.

In essence, permadeath works if dying is fun, and to a large extent, inevitable, and if there is no easy way to reset back to exactly where you were, disabling save scumming either by using autosave, or some other alternative design.
I was actually planning to be quite evil, and completely lock saves to auto-save at certain points (mission start, mission end, etc). The feel I was going for was more an X-Com game on Ironman mode. Meaning that you may lose important and skilled characters along the way, but you can still finish the game with the rest of the team, and you have to balance out the fact that you might lose people with continuing the game. I want death to be somewhat inevitable, but avoidable if you're skilled enough, and the game becoming more about keeping your characters alive and distributing them to where they can do the most good, while hedging against the fact that you might lose an high ranked char, so you should make sure everyone is well leveled.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
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The thing is, in X-Com, you usually can't still win after someone dies. It's an RPG where you can't stop and grind, because the enemies keep getting harder, so you can't really replace characters easily. Any replacement characters will be at a major disadvantage due to being lower level or otherwise weaker, unless it's very early in the game. So the actual end result is the same as it is in Fire Emblem: any character death is a game over. Technically it's a self-imposed game over, since the player could keep going, but to keep going at that point is just to give yourself a slow, painful, inevitable demise, or at least to make things unnecessarily really hard on yourself. Better to reload every time. And if you make it so the player can't reload their save, they just have to start the whole game over instead. And if the game isn't randomly generated, then starting over will be boring enough that they'll probably just quit forever instead.

If you want to make a game like this, then that's fine, but don't kid yourself into thinking players will keep playing after a key character dies. A small minority will, but just about anyone who understands the game won't.

Darkest Dungeon uses a different kind of model. That game does manage to get you to keep playing after characters die - by ensuring that all your characters are guaranteed to die no matter how good you are. I've seen a few tactical games that work like this too though I can't name them at the moment, and obviously RTS games all work like this. I remember a couple games where your characters would eventually die of old age even if you never lost a fight. One nice thing to do in this type of game is to let the player build up gold or fortress upgrades or other resources and earn a lot of permanent army-wide upgrades, so that they still feel like they're making progress and getting stronger.
Well, the key difference is, my stats are fairly flat. There's not much levelling to be had, (five 'ranks'), so a characters attack might go from 4-6 over all five ranks. At base, a character might be more powerful in general, especially late game ones since they have less time to rank up. Story events will also improve characters by giving them unique abilities, but I'm keeping my math easy to handle by keeping stats low.

Trust me, I've done the same in fire emblem, though the key is fire emblem actively tries to get you to quit by focusing on one character. I'm going to try and be more fair about it.

I also plan to have a very large cast, and characters might even need another character to die in combat to get their story event (Grieving wife, etc). They will acquire research and item upgrades as things go along, and might even have a surplus of characters that they're not even using for maintenance of zones. The key being, even the characters spent maintaining zones might get into a fight if you are lax about keeping them low threat, or you can use the extras for more missions per turn. I want to try and keep the choices rough and much less random, so its not 'I died in a random encounter, restart' and more 'I know its risky keeping these chars here, but I need my stronger characters elsewhere'
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