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Don't Hit Reset

Tom Mc Shea looks at how permanent death can create a strong emotional connection.

337 Comments
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Death. The word settles in your stomach, cold and heavy. An inevitable fate, and always much closer than you'd like. Fading into the pages of history is a terrifying and sobering prospect, and that's why we relish an escape from this gloomy outlook. Video games are a safe haven. Checkpoints, extra lives, quick saves, and continues all shield us from life's ultimate end, perpetually giving us another shot to correct our past mistakes. And yet, when games embrace the inescapable reality, the gravitas of each moment is profound. One false step could spell your doom, so you move carefully, stay alert, and count every small blessing you receive.

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Fire Emblem: Awakening views death with a calculated gaze. As you march into war with knights and archers by your side, you understand that not everyone will join you for the return home. If an enemy mage conjures a ferocious fire blast, or a rival horseman gets his full weight behind his mighty axe swing, your allies could meet their untimely end before you can think of a contingency plan. Once they're struck with a fatal blow, they fall to the earth in slow motion. The music is momentarily silenced, and memories rush through your head. Virion's detached arrogance. Olivia's humble exuberance. Anna's buoyant brawn. All left behind as you continue onward.

Fire Emblem: Awakening views death with a calculated gaze.

The temptation to hit the reset button is undeniable. Henry, with his dark sense of humor and darker spells, joined your party only moments before his early exit. Yarne was almost reunited with his mother before a stray arrow ended his life. It would take no more than a quick button press to erase your failings and start over with a clean slate. And yet, such a moment of weakness would topple the tower Awakening so expertly erects. The cost of war is ever present, and the people who join your party do so with full knowledge of the approaching end. Sacrifice is a theme interwoven throughout the story, so to run and hide from failure would be a disservice to your friends who died fighting.

Death has surfaced in games other than Awakening. In XCOM: Enemy Unknown, the soldiers you develop and grow attached to, named after your friends and family, can die from the nefarious alien attacks. And once their limp bodies crumple to the concrete, they're left there forevermore, alive only in the memories of those they served with. Final Fantasy Tactics makes your heart race. When comrades fall, a timer counts down the rounds left until they pass into the light, so you rush to their side as quickly as possible, to save them from an irreversible slumber.

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It's a mechanic that seems to go against the very nature of playing a video game. You're supposed to find solace within a virtual world, run away from the terrible demands of everyday life. Games should be a barrier that prevents bad feelings from infecting us, a sweater that wraps us in its protective warmth. And yet, when dire consequences loom, a game with permanent death doesn't push you away. Instead of being bleak and foreboding, it's empowering. The emotional connection between you and the fictional denizens strengthens the deeper you get into the journey. You're invested in the lives of your characters, in protecting them when danger strikes, and so you continue to play, even though each moment is fraught with tension.

To run and hide from failure would be a disservice to your friends who died fighting.

Video games let you explore difficult situations from the comfort of your living room. Because nothing can hurt you when a controller is in your hand, you can experience events that would be catastrophic in real life. We don't like to think about how death would affect us, what it would be like to lose someone we're close to. But games like Awakening and XCOM conjure this feeling of attachment in meaningful ways. When you spend hours with characters, learning their histories and hopes, building them to be powerful and durable, and then they die, it's like being struck in the stomach. You've grown attached to these characters, and enjoyed seeing them grow and mature, and then their lives are cut short before you were ready to say goodbye.

And that impact doesn't dissipate when the next battle starts. It intensifies. Whereas before, you relied on the irreplaceable expertise of your fallen comrades, there is now a hole in your plan that can't be filled. When you bond with a character on both an emotional and intellectual level, when the character arc is as intriguing as the character build, then the penalty for death becomes much more scarring. Game writing may stumble at times; it may be stiff or lifeless. But when you create situations in which you strategize and scheme, guide your characters along the perfect path to dominance, and then see your hard work die in a dizzying flash, it hurts.

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Such severe punishment in most games would be difficult to handle. There are times when you want to run and jump without worrying that your next leap could be your last. But developers shouldn't shy away from such a system if it fits the themes of the games. Think about how often you've had squad members fight beside you, absorbing enemy blasts without so much as a scar, and yet you're supposed to care when they die in a prerendered cutscene. Such a disconnect between the action and the cinematics is all too common, but by injecting the fear of losing a partner during the gameplay, the connection to the events can be more affecting. It would be a tough balancing act to include such a punishing death system while still keeping the core action entertaining, but by experimenting with how we experience death, a world of possibilities unfolds.

Imagine if the permanence of death surfaced in modern military shooters. Would you be as willing to sprint into an open courtyard, picking off assailants high up in the balconies, if one sure bullet could end your run? Or what if your careful, calculated approach put your compatriots in harm's way? By using this mechanic in genres in which death is usually no more than a slight setback, it would add weight to your actions, and better communicate what the men and women of the battlefield are going through. If you stumble, if too many of your fellow soldiers die, you may not complete the mission. Your enemies would win. The same dread could work exquisitely in survival horror games as well. What's more terrifying than knowing your adventure could end if a monster corners you?

Experimentation with death has gained momentum recently, but has yet to become a wide-spread aspect of game design. Games are pure entertainment for many, and having to look death in the eyes is a daunting prospect. But spend some time protecting Clementine in The Walking Dead or braving the dangers of the Butcher in Diablo III's hardcore (permadeath) mode, and the emotional impact of these games will have you clamoring for more developers to subvert your expectations of virtual death. Game don't have to always be an escape. Sometimes, the most powerful moments are those that draw on real-life fears.

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LazyGamerX

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Death in xcom sucks, its nothing emotional because the characters have nothing that makes them stand out so theirs not attachment other that you just lost a high lvl unit. sure itd be much better if they had personality and dialog that set them a part.

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Smokescreened84

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@LazyGamerX That's where imagination comes in, the player can create the personalities of their soldiers as they play and create little back stories. I did that for my two snipers that I lost, they were competitive and tried to out match one another playfully.

On their final mission they almost managed that, but they didn't get the chance.

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00LiteYear

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@Smokescreened84 @LazyGamerX If someone has imagination, why would they bother playing a game?

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Shanks_D_Chop

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@00LiteYear @Shanks_D_Chop @Smokescreened84 It depends how many blanks you need to fill, I guess. I agree that a game so bland of personality that you have to make up ALL of the character yourself... ain't so great. Then again as a young child that wasn't uncommon in many games that I played. But I have a very active imagination and I still made them fun as a result.

I believe it's a balancing act. And I'm sorry for my hostile tone previously but the way your initial comment read, it did come across somewhat cut and dry.

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00LiteYear

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@Shanks_D_Chop @Smokescreened84 No, i wasn't suggesting that. Neither do you need imagination to enjoy a game. Though, if you had a game to which you needed to fill in the blanks, do you think it would be time for a different game?

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Shanks_D_Chop

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Edited By Shanks_D_Chop

@00LiteYear @Smokescreened84 @LazyGamerX You're suggesting that people who play video games DON'T have imagination? C'mon, you must realise how ridiculous a comment that is...

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Smokescreened84

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@00LiteYear @Smokescreened84 @LazyGamerX Role play, using the imagination to role play as you play the game can give a richer experience.

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ernelson1976

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Permadeath is overrated as a game mechanic. People keep bringing up XCOM: Enemy Unknown, but let's be honest here--those characters are interchangeable. They have no personalities, and though you get to name them (if you want to), when they died I had no real connection to them. I just replaced them with another squad member. By the end of the game, you'd be hard pressed to remember any of them. Scripted deaths, on the other hand (even if they're optional), at least have narrative impact. But there's no narrative to speak of in XCOM. Characters are just names on a list. If that's all it takes to make a connection for some gamers, that's fine. But that seems crazy to me.

What permadeath usually means is tedious gameplay slowed down to the point where it's painful. In a military shooter, yeah, it would change the way you play the game. It would cease being fun. Sure, it might make some kind of larger point about war (ie., it's not fun--as though we didn't already know that), but those games aren't really about war. They're big summer blockbusters, not serious narratives about conflict. Permadeath misses the point of those games. There might be a place for it on occasion, but in the end it's an obstacle to good gameplay.

Does it really add weight to actions? I don't see how. You just go back and play again. Because in the end, even "permadeath" in games isn't really death and isn't really permanent. At best, it's only more inconvenient. A gimmick that works once. Which is why we don't see it more in games.

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Soundaholic92

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@ernelson1976 Erm what would you say about the permadeath (hardcore mode) in Witcher and various other RPGs? One reckless move and the save file itself is gone

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tommygun6644

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Fire Emblem and FFT have a very different take on perma-death. In Tactics, you are given three turns to res an ally, and it is much easier to get strong allies (like charming opponents). In Fire Emblem, you essentially could do everything right and still lose an ally due to the AI deciding to perpetuate a gang bang.

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Shanks_D_Chop

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@tommygun6644 Well, yes. Sometimes things are taken out of your hands. Depends what you want from your gaming experience I guess.

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dalua360

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DAY Z and games alike should have something similar to avoid trolls and people not giving the proper respect to the survival aspect of those games! I know what happens in Day Z if you die, but what if the user couldn't start a new game right after some stupid action that made him die, let's say 3 days for respawn time, for example ?

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silvergol

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Permanent deaths: Just sucks!

Only work if the characters have their personalities. Otherwise just boring!.

Good permanent deaths:

FF7 Aeris death

(All) Fire emblems games

Final Fantasy Tatics PS1 and PSP

(All) Harvest moon a:nimals and people death.


Bad permanent deaths:

Aidyn Chronicles the first mage n64

FF2 mass execution

Tatics of Ogre


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Saketume

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@silvergol It's been a long time since I played FF7 but if I remember correctly you also lost all the materia she was carrying.

That has happened in other games too. You let one character carry all your good stuff then the story of the game takes your character away in some cutscene xD

I hate that.

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mclimps

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It struck a nerve when I lost some of my 108 Stars of Destiny in Suikoden after I spent all that time leveling them up. Some them have a pretty deep story that you get attached to.

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Zidaneski

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I lost Homer in Valkyria Chronicles. I didn't use him a whole lot but did on the ghirlandio mission and he died very quick in the fight. My point is that I wasn't very attached to him but seeing him die and hear his final words definitely still made me sad. More games should have permanent death at least in some mode.

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Shanks_D_Chop

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@Zidaneski Agreed, it's either this latest Fire Emblem or possibly the one before which did actually give the option of a "casual" mode where death wasn't permanent. A nice middle ground I think.

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Ghostdog201

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Permadeath is an awesome element in the right game. XCom and Valkyria chronicles do it best (from my experience). You CAN reload from a backup, but if you want to play hardcore, you don't.

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Saketume

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@Ghostdog201 I don't know about that. I'm no fan of permadeath except in high score driven games of the past where you got 3 lives and that was it.

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Vrygar777

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Oh my gosh... incorporate perma death into Dark Souls 2. Maybe after so many deaths... That would be a macabre waltz lol.


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Vrygar777

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Perma death is a difficult mechanic, but a rewarding one. As many have mentioned, it is extremely difficult for characters to die in FFT, but a game like Fire Emblem makes your deaths more memorable. I still remember when my Seth was killed in Fire Emblem: The Sacred Stones... errrrrr... damn criticals.

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xdrmonkeyfishx

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@Vrygar777 To be fair, Seth is mediocre in the later part of the game. Still an awesome character though.

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Shanks_D_Chop

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@xdrmonkeyfishx @Vrygar777 In fairness Seth is one of the best "Jeigan" archetypes in throughout the Fire Emblem series. Not the best character in the game or even the best Paladin, potentially. But he ain't bad. And he's got good character.

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Soundaholic92

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@xdrmonkeyfishx @Vrygar777 yea usually the paladin they give you at the start of the game is only for safety measures

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xdrmonkeyfishx

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Edited By xdrmonkeyfishx

@Soundaholic92 @xdrmonkeyfishx @Vrygar777 Yeah, the first paladin is really only to help take protect your weaker units until they get stronger

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GamerOuTLaWz

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I really like the challenge that perm. death provides.

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Saketume

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@GamerOuTLaWz If the game is hard I play carefully anyway. I agree death should be punished by a setback but if you've played for a few days and then have to start from the beginning again because of one mistake (or bug) then it's just a chore and a frustration.

You've already mastered the content before your death so there has to be a reasonable setback not a complete wipe. That's how I feel about it anyway. It's about how much time you've invested really.

I can't imagine it in a game like WoW or any 10+ hour games.

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Daian

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I'm sorry but if I put 10+ hours in a game and then die for one stupid reason or another and have to start over I may have a mental breakdown.

Not a fan of permadeath but to each his own.

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silvergol

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@Daian Ah! I Remember that!

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Fandango_Letho

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While playing XCOM, I actually gave my units my friend's names. It seems silly at first, but I quickly grew attached to them. And watching them die? It had way more impact, in a fun way. I would text my friend and tell them '' dude, you died valiantly ' with a good laugh, explaining how they died pitifully due to my own incompetence.

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superjenius

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Back in the day, King's Quest was perma-death... for me. I didn't know it had a save feature, LOL. I guess I had my fill back then. But I do like the idea of consequences for death, ala Demon's Souls, as long as it is woven into the gameplay and not just a frustration, such as games that don't provide enough checkpoints.

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WTA2k5

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Edited By WTA2k5

I would extend this argument towards games that use more overt (dialogue tree-driven) forms of choice and consequence as well. I've always been surprised at the number of people who finish their initial playthrough of games like Mass Effect or Dragon Age only to boot up a new save file right after the credits roll and start making all the decisions they avoided the first time around.

While that approach may increase the hour-per-dollar value of a game, I've found that treating a playthrough of this type of game as a set of permanent decisions with inescapable consequences makes the experience as a whole much more resonant, and often even haunting.

On another note, I think a strong potential danger surrounding permadeath mechanics is player manipulation. Diablo III's hardcore mode is already quite concerning, as microtransactions are always there to tempt players to spend extra cash to keep the protagonist the protagonist they've grown attached to alive and well. If those sort of design concepts grew to frequently accompany permadeath mechanics, then I wouldn't consider them worth it.

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Smokescreened84

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Edited By Smokescreened84

I love the perma death concept, it adds in challenge, makes you more careful and tactical. I still remember two snipers I had in XCOM: Enemy Unknown, they were amazing. One had 36 kills by the time of her death, the other had 37 kills by the time she died, they died on the same mission, seconds apart from one another.

Their deaths were hallowing, not just because I lost two of my best soldiers, but because they had meant a lot to me through the game from the very first mission they were in to mission where they died.


If perma death was done in more games and you had the risk of your character dying and requiring you to begin all over again or to make a new character in order to progress, that would add in a very cruel - and fun for those of us who like a challenge, however few there are who do these days - challenge that would make you more careful about how you play.

With so many simple games that barely take hours or less to complete, then that kind of challenge would be nice. We used to have such a challenge in the past in the form of extra lives and continues, if those ran out then you were screwed. Great fun.

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loafofgame

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Edited By loafofgame

There's a difference between "developers shouldn't shy away from such a system if it fits the themes of the games" and "experimentation with death [...] has yet to become a wide-spread aspect of game design." I mean, if you start adapting design and gameplay decisions to permadeath options you had better make a very good game that treats the player fairly. As mr. Mc Shea says: "it would be a tough balancing act", in which both gameplay and narrative influence the emotional impact of a character's death. Emotion can very quickly turn into frustration. If designer implemented permadeath options screw up gameplay or dumb things down, I'm not sure it should become a wide-spread aspect of game design... Besides, players are perfectly capable of adding their own permadeath challenge if they really want to.

Personally, because of the gameplay and narrative difficulties I don't think permadeath will ever become a wide-spread aspect. On the other hand, if it were to become a standard ingredient, it might force game developers to write more compelling stories and create better AI... But well, maybe it's all a lot easier than I think. Maybe it's just about adding a permadeath option in the menu...

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Gr3gSolidus

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@loafofgame I'm pretty sure having the main character die in the first level in a 60 hour RPG is not easy to plan for.

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Gr3gSolidus

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Annoying mechanic is annoying.

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InFI_Chronos

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If the game is really good I do find it difficult letting a character go that dies. Fire Emblem Path of Radiance is a good example of this. If a character that I liked ended up dying I would sometimes restart the game and do the battle again just so I could keep everyone alive. Legend of Dragoon is another game that did a good job of this even though the death was programmed in and you couldn't make your way around it. I enjoyed having Lavitz in my party and then to find out he dies and is replaced by Albert. I was quite sad.

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deviant74

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What about sending one of your squad members to there more than likely death. A squad member get's there leg broken in a battle and you have to flee. Going into a town and killing everyone off and they all stay dead.

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Shanks_D_Chop

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@TrueGB Yes, it's definitely important that the mechanic is handled well, not just the instance of the death but also how you can adapt. It shouldn't be a breeze, it should be SLIGHTLY crippling... but it should compliment the game and not mar it.

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silvergol

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@TrueGB Final fantasy tatics advance did do that for me!.

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King9999

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Take permadeath a step further by autosaving the game whenever a unit dies.

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Shanks_D_Chop

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@King9999 Technically Fire Emblem does that. Well, the GBA titles. If one of your characters gets attacked and suffers a critical hit that kills them you can't just quickly switch off and on again to hope it doesn't happen again. It's saved the second the "combat" begins. If you want to keep that character you have to start the chapter from scratch.

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Soundaholic92

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@King9999 then you'd have to enable the save file to delete itself altogether if the main character dies too

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King9999

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@Soundaholic92 @King9999 Sure, why not?

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loafofgame

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Edited By loafofgame

@Soundaholic92 @King9999 Or enable the game to crash and never reboot. That would really be permanent.

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Soundaholic92

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Edited By Soundaholic92

@loafofgame @Soundaholic92 @King9999 Actually I know a game with that mechanic. I think it's called life

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TheGreatPhoenix

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`Experimentation with death has gained momentum recently` really?, the 2 examples that they name are series that for the longest time have had perma death, and they were popular back then as well. the ignorance of this article is staggering

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King9999

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@TheGreatPhoenix Read the rest of that paragraph for a better context.

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Legolas_Katarn

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Edited By Legolas_Katarn

@TheGreatPhoenix It's also the first Fire Emblem that allows you to turn off permanent deaths and the game prevents a lot of the characters (I think all the women in an S rank support in addition to the usual important characters that can't die or the ones that you get game over if they die) from dying when defeated even when you leave permanent death on.

Now Fire Emblem 4, that had some permanent death

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Soundaholic92

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@Legolas_Katarn I wouldn't want to test it but when important characters are defeated they don't die in the story but you can't use them in combat again right?

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Shanks_D_Chop

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@Soundaholic92 @Legolas_Katarn That's true of Fire Emblem. Plot integral characters are not killed, simply wounded so bad that they can no longer fight. Frankly, that's the aspect I often found the weakest. I think Fire Emblem could massively improve the narrative aspect of permadeath and/or permanent crippling of a character by having it then referenced in the rest of the plot. Trickier to write but surely not impossible.

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gohangeorge

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Edited By gohangeorge

It's kind of cheesing the system, but I do reset when a character dies in a strategy game like Fire Emblem. I redo my plan, time and again, until I come out of the fight without making sacrifices. I refuse to allow my compatriots to fall in battle. No sacrifices.

I also refuse to allow Malik to die in Deus Ex: HR. Fortunately I've mastered that one.

Permadeath is an interesting concept, but it has to be done right or it's just aggravating. Dead Space / Diablo III anyone? Who likes redoing the same content time and again because you made one minor error in judgment?

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