ryanshowseason3 wrote:just a wild idea here don't pay it too much mind since this is probably way too fantastic for a light magic setting.
How about a ground hog day scenario? For some set of circumstances known or unknown the char seems to get sent back to different times of the previous day. Perhaps getting dropped off in random towns or places possibly even dungeons. You could also think in terms of ocarina of time type scenario, or prince of persia, especially at the end of the first when he goes back and the princess doesn't know him.
Or perhaps a quantum leap type situation where the char is the same character throughout the course of the game, but is plopped into different roles on respawn. Retaining class and traits but somehow reality shifts them into another's "space". I was kinda inspired by your soul creatures idea, but this seems a little over the top too.
Trying to exclude penalties here at least.
The problem with this of course is that they wont be dissapearing into another realm, and creatures who have eaten him before will see and remember eating her, there will be live players, and the worse thing I can think of doing is to implament any type of system that says to that person "sorry, you have to pretend like that never happened" I've thought momentarily about making these players invisible to eachother but this scenerio only works without a 3rd party present so its useless.
Kiyoa wrote:I'm not sure how knowing the setting would help you come up with a hook for a respawn system, because there isnt really anything special about it, Its a magic lite fantasy realm (at least compared to diablo and its christmas tree effect) with the focus on building a character story, there are several key game features that boost this,
Unfortunately, from the perspective of making a game, having a focus on story which is character driven but with permanent death of the character seems, at the least, counter-intuitive. You've stated you don't want characters respawning because it doesn't make sense in the story, but the thing is, is without it a cohesive, long lasting story centered on a single character is going to be the exception, rather than the rule. I don't really know much about your game, but I have played and played at designing several, and I've learned that even for people who are really good at a game, dying is often impossible to avoid. This is doubly true if there are other players out for your blood, which, if I'm reading things right, is likely the case.
Pardon my saying, but I doubt any particular story is likely to get very far. Even the truly exceptional fail, and more often than one would think. I'm not certain how you're implementing your story system, but unless you've thought of something I haven't I'm not sure how you could implement it in a meaningful way without having direct respawns.
Additionally, I'm inclined to say that having to whip up a new character every time you die is likely to be an immersion breaker, though I don't think immersion is necessarily that great a goal anyway.
Immersion is somewhat important in this game because the main element will be exploritory, In most games you wonder around fighting monsters in various different backdrops, If the player isn't feeling interested in his or her surroundings, how can a game like this stand?
that aside, to your point, I am hoping that testing will help the game become more balanced so that long lasting stories can be achieved, Overall I don't expect it to be the kind of game where everyone and their dog brings up their character to "max level" as their goal in the game, If you (the reader) are the kind of person who genuinely thinks every MMORPG should aspire to be like Ragnarok online, this probably isn't the game for you, this may have to be the kind of thing thats crossed when we get there but I truly hope that I will be able to provide enough balance and scaling challenges for players without frustrating them with constant dickery and death, I hope for the game to provide the same experience hanging out with table top buddies has provided me, Adventure, character development, And the glory of victory or going out with a blast.