THE MC DIES! GAME OVER.

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In alot of games if the entire party dies its game over. I much prefer if the MC dies its game over. This makes that battles harder and it makes you want to buff up your party and protect your main character. I want to know what everyone thinks about this method. I personally love it.
I never seen it besides Persona 3, and in that game it made sense because the MC was the only character (and best character) you controlled. Interestingly enough, instant death spells do not work on the MC.

As for a regular RPG I'm not really sure, just seems needlessly restrictive, but I'd need a playable example to give my full thoughts.
I always thought it was fucking retarded and added artificial difficulty to the game.

"*character* has been K.O.ed! Let me use a revival item on him, or win the battle without him, and then he'll be safe afterwards!"

"*main character has been K.O.ed! ALL HOPE IS LOST GIVE UP"
I've never enjoyed it for the above reasons. I'd rather lose because I fucked up and just plain lost instead of having the magical character who explodes and kills everybody when his HP hits zero. Make enemies more dangerous by being able to kill the party instead of one character who has a nuke in his guts that detonates when he dies.
Yeah, I agree with Feld. The worst example of this is FFXIII.

Like, I understand it if a game is trying to be somewhat realistic or it fits the game world. A Strategy RPG or RTS game where the game is over when the commander dies seems logical and fair. Or a game where you capture monsters and control their actions. But there is a huge detachment when all of your characters have some sort of reviving item and there is no real main commander. It makes no sense when VANILLE goes down it's game over while you control her. Talk about artificial difficulty.

It was so dumb. FFXIII tried to be all hardcore with "heh, if the main char dies its gameover, aren't we cool 8)" and then backpedals with "oh but you can all use revive items and there is no clear commander in this game". It made no sense.
I hate games with this. And sometimes I don't even know it works that way and put my awesome main character into battle and then he dies. And then I restart the game and have my main character be a medic or a sniper so he doesn't go into battle as much.

It's very annoying when you have an awesome character that you'd really like to have in a fight but can't use him because if he dies then the game is over.

I can excuse this a bit more in games where every death is a permadeath though. Actually I guess I'm completely for this in a game where every death is permadeath. Because being without a main character... Well... I suppose games with permadeath probably are better without main characters...
I agree with the above sentiments. It just plain sucks especially when, if it were any other character, it's a case of casting a spell or using an item to bring them back to life/consciousness. Even worse when the 'death' condition is called faint or something like that. In those cases it shouldn't really matter as long as one person is still conscious.

See, this is where games like Pokemon tick me off. Firstly, if I beat a trainers' pokemon they stand around afterwards feeling sorry for themselves. If all my pokemon get defeated, apparently they go all kill-kill-spabbity-death on my ass and sent it back to the last pokemon center. When this happens I usually have this little scene in my head where my collective pokemon use the last of their strength to drab my poor, beaten body back to the last place they felt safe before collapsing in a pile.

Funnily enough, I don't mind this in certain games like Secret of Evermore, where your dog drags you to safety after you faint. Just the idea of having a big shaggy wolf/petite purple poodle/robotic hound drag around the boys body (and imagined NPC reactions to it) make my day. ^.^

Dragon Quest X for the Wiiiiiii - I hate you oh so very much. Why do I love you so? ;_;
Ocean
Resident foodmonster
11991
Yeah, I hate that. Especially when they also pull an FF13 and decide to use attacks that pretty much instantly kill a character with full health. All they need to do is target the main (or just attack them right when you're trying to go heal) and all the work in battle you've done is gone. If you can revive people, it really doesn't make sense seeing as how you have the other person available to bring you back up. I've never liked the mechanic.

Actually, I don't like perma-death either, because I have to wonder if I let too many people die or not, and if the later game would even be possible if I have all those characters die, or if the story would be negatively effected because I had the wrong person die.
Only time this is acceptable is in a Tactics RPG - where it can add legitimate strategy with positioning and such instead of just being "welp I sure hope the boss won't use gigadeath on the main"
Craze
why would i heal when i could equip a morningstar
15170
post=142865
I've never enjoyed it for the above reasons. I'd rather lose because I fucked up and just plain lost instead of having the magical character who explodes and kills everybody when his HP hits zero. Make enemies more dangerous by being able to kill the party instead of one character who has a nuke in his guts that detonates when he dies.


Hilarious: with the Bomb status effect (deals current HP damage to the entire party when hit with a physical attack) in SMT: Strange Journey, this can happen.
I consider this a case of "harder for the wrong reason". I do want the games to provide some challenge, but there are ways to achieve challenge that I can't approve off. The most blatant example is to make the controls unresponsive in a platformer. Making the MC detonate a nuke is not as bad as a platformer with poor controls, but it still belongs to the type of challenge I don't enjoy.
Craze
why would i heal when i could equip a morningstar
15170
Also, re: "makes sense if the leader dies," I don't know about Persona 3 but in Persona 4 the MC is the leader. He's the one who innately has the summoning power (without requiring an OVERCOME THE FACADE speech), the one who discovers the tv world, the one who leads them inside to fight, the one who gets the swords, the smart one, the one that comforts everybody, the one that always gets along... considering this is a group of plain ol' teenagers (that are actually plain ol' teenagers), it makes a lot of sense that if the only stoic one falls, the rest freak out and GAME OVER.

(Mechanics-wise I agree it's "meh," but... it makes sense. In FFXIII? Naaaaaaaaah.)

EDIT: Actually, mechanics-wise in SMT games it's not that horrible (both from looking at how they work and from personal experience). 1) They're either LEAD THE TEENS or SUMMON DEMONS (except for DDS but is that still a GO if Serph dies?), so it makes sense for the setting, 2) the MC is almost always the strongest and has the highest level and you can alter resistances for an area with equipment easily, 3) the Defend command tends to be powerful/important in SMT games. If your leader's looking bad, Defend while he gets some healing. =0

There will always be the freak accidents, but I think that - in terms of setting - works in something like Persona 4.
Banon, Arisato Minato or Seta Souji would had love to have read this thread.

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I find this a very forced way of implementing strategy in RPGs, but still pulls it off quite nicely. Don't worry you can still use those 99 Phoenix Pinions or other maxed revival items you saved up for other characters.
Artificial difficulty.

In many SMT games this generally makes sense for plot reasons, but in Persona games it doesn't make any sense at all and I wish they would remove it.
Craze
why would i heal when i could equip a morningstar
15170
post=142894
If the main-character dies and it is game-over then any other character that dies should be dead permanently. If this isn't the case (because the game has a storyline that isn't branching enough to allow characters to die, which is the case with most story-focused, traditional RPGs) then all characters should be revivable, including the main-character. What applies to the MC should apply to all other characters too.

Consistency is the important thing here.

I understand what you're saying, but it's not necessarily that the leader is dead that causes the game over. It's because the leader is dead and that causes great confusion/turmoil in the other characters (the "general falls on the battlefield" example), or that they require the leader as a reason to exist/be present (pokemon/SMT1-4).

Oddly enough, Fire Emblem has permanent deaths but story characters (basically any Lords in the party) simple sit out the rest of the battles. If the main Lord falls... I don't remember. Somebody help?
tardis
is it too late for ironhide facepalm
308
post=142894
If the main-character dies and it is game-over then any other character that dies should be dead permanently.


Fire Emblem does this. It definitely makes the games Nintendo-Hard, but I've always thought it makes a good gameplay device that encourages the player to think extra-strategically. You play the game as a tactician, and it treats you as such. I always liked that.

In any other setting though, I feel like this is a huge no. Could make for an interesting New Game + option, I guess, but even then, this is a dick move to end all dick moves.
post=142900
[Oddly enough, Fire Emblem has permanent deaths but story characters (basically any Lords in the party) simple sit out the rest of the battles. If the main Lord falls... I don't remember. Somebody help?


Main character dying is Game Over. I -think- this is also the case for the alternate main characters (Important People) when you're not playing their path.
post=142887
(except for DDS but is that still a GO if Serph dies?)

In DDS it's not game over, even if commander Serph dies. This is prob 'cause he has an inherited weakness that can't be changed (Well, sorta) so it's needed.
post=142887
the Defend command tends to be powerful/important in SMT games. If your leader's looking bad, Defend while he gets some healing.

Only problem is if Minato needs to do this he can't. Damn good thing the AI was smart and focused Yukari and Akihiko's healing on me if things went bad.

Personally I think it works well when you have a 'Leader' character in the game, which is why it works well with SMT games and Tactical RPGs. This is because in a proper battle, if the leader were to fall, I'm pretty sure morale would fall and the other combatants would be in disarray.

As for Perma-Death, depending on what setting your game is. Tactical RPGs it makes sense, especially Fire Emblem which is basically all out war. As for RPGs, I don't think it works, unless it's branched off DnD somewhat, because even then you can revive them 75% of the time, the other 25% being when that character has been turned to stone/ice and smashed, or zapped with a spell that makes them implode, be disintegrated completely, etc, so no part of them remains.
Fire Emblem does this. It definitely makes the games Nintendo-Hard, but I've always thought it makes a good gameplay device that encourages the player to think extra-strategically. You play the game as a tactician, and it treats you as such. I always liked that.

All it does is force you to keep your weak characters in the back and make them stomp on weakened enemies. If thats tactical idk dude. FFT had an interesting bit where if a character dies, (this all from memory so excuse me if I'm wrong) there was like a number of turns before s/he would dissapear forever (enough time to phoenix down, but if you just wanted to sacrifice a pawn for the sake of finishing the battle quickly, then that option is there). If Ramza dies the game was over (I think) but at least Ramza isn't a pegasus knight MADE OUT OF GLASS.
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