ID:1217751
 
Death in a game is usually where the player i just transported to a new location. And maybe he would have another penalty like getting robbed or something.

To me, Death in a game should have more of a consequence. But it shouldn't bore the player to death, nor should it make him rage quit the game. Any suggestions to making death fun/exciting, while having reasonable consequences?

The consequences definitely depend on the game. For a game like an anime rip where people are killed many times, so many that it can be called "spam killing", death is not very much of a consequence. In other games that are a little more challenging though, death is weighed a little heavier. Look at the type of game before deciding the consequences.
Gunner96 wrote:
Death in a game is usually where the player i just transported to a new location.

I disagree. This is often true in multiplayer games, but I don't think it's "usually" true in all games. Most single-player games set the player back when they die, as in the beginning of the level, or section, or wherever they last saved. Of course you can save-scum if you are neurotic like that.

The RPG permadeath in roguelikes - most notably Realm of the Mad God - is very compelling. It can easily cause people to rage quit though. I think it would be cool to have a permadeath RPG where you get some kind of bonus from ancestral knowledge, to help you start your next character.
Death penalties should to discourage poor playing habits like respawning at full health and charging back in to wear down a mob. OTOH, death can result from factors beyond the player control and should not discourage players from actually playing the game.

Roguelikes have permadeath because it is an expected part of the game. Creating and getting started is usually very fast and easy with little investment. In games like ROTMG you have very limited inventory and gain post character advancements, so death isn't a dealbreaker.

It really boils down to the game. In a sidescroller, death should probably reset you to a save point so you can try again. In an RPG maybe a temporary penalty of some sort. In a single player game, it is much easier to "back up" effectively making it like the death never happened and giving the player a chance to try again.
In games it should serve the purpose of allowing the character to rethink the actions that got them killed and allow them to approach it in a new way. There's a fine difference between so difficult that someone would rage quit, and giving them pause to change up their tactics.

There are many ways to go about that, as this post has shown. The answer would probably be a little different based on the game.
Personally, I always preferred the retro look in the player receiving a set number of lives and earning more. Of course, this is dated and wouldn't work in most modern games. FF did make a revival item to pair with the saves, which was adapted by a number of games. So, if I would have to give it one choice, it would have to be earning re-tries that you would use to prevent losing what you would in a check-point. Most games will only revive the player with low health, often causing them to run and avoid battles until they could heal.
If the nexus was implemented, it would act on a much higher form of death - not just the RPG, but ALL games.

Dangerous stuff, but you have to consider the purpose of the nexus, as it's meant to encompass ALL games in the first place.

So, as some have said, let the death fit the situation.
Death is certainly an interesting topic, even in games categories such as cards and casuals I see the players put in their own penalties. I was playing Duel Monsters Expert and I noticed that players bring something out an idea that originated from Yugi-oh and that was Shadow Dueling. The consequence was the loser was to leave the game forever as in the tv show you ''Disappear into the shadow realm''. So what I am saying is that in a sense players crave the need for excitement. So having severe consequences in dying is something a developer cannot ignore.
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