Rias wrote: ↑Mon Jun 27, 2022 12:52 pm
I think a fun thing about having the Death Puzzle Area is that as mentioned previously, it can offer vague hints and things for people to grasp at as to what's actually going on with the whole Undying thing, while not explicitly explaining it. A big part of the experience would be confusion and vagueness. Room descriptions would be weird (and changing), the standard Five Senses wouldn't really be working properly, etc. But a few things would be constants or near-constants as part of the experience to offer some Undying Lore Conspiracy Theory Bait.
Another thing I was thinking of: In CLOK, there was a certain item in the Death Area that could be used to send out a sort of signal that those with special ESP pendant tuners could sense. This was essentially like an SOS signal, and also gave an idea of where the corpse was at to aid in rescues. I think I'd like to keep that around. I had a good amount of lore behind that particular mechanic which I'm sad doesn't really play into things currently in COGG because the death experience doesn't really exist. Then part of the Death Area interactivity could simply be finding that object again every so often to send out SOS updates, to to speak. While also having a timer on it so it doesn't get spammed, because that could be really annoying. It was possible to just idle next to in in CLOK - I think this time I'd want it to have to be found again after each activation, to keep that interactivity going rather than just idling. Activate it, then have to go through more exploration/puzzles to find it again for the next activation.
Frisbee wrote: ↑Mon Jun 27, 2022 12:45 pm
I think there should be a way for the dead person to intervene and say "NO" before they are resurrected by a PC, especially when it comes to means that not all people might enjoy, like familiar resurrection was, on CLOK.
Controversial opinion, but I actually prefer the idea that one cannot say no to it, and the resulting drama/RP that occurs when someone gets restored to life in a way they might not appreciate.
I actually love all of this.
Having a "SOS button" you can activate with each successive challenge completed seems like a good addition for those times when you die all alone (or "I've died so many times recently that I've been dead for fifteen minutes going through all these puzzles can somebody PLEASE just save me already I've learned my lesson I SWEAR").
I also prefer not being able to have a say in whether or not one is brought back from death in some way, especially if you don't know it's happening until it's done. It's a bit like... you accepted this risk, now you have to deal with it, kind of a vibe that I think all meaningful death mechanics should have.
That said, I don't know what revive mechanics anyone is talking about here, but anything done by another player without my agreement that would
permanently change my character would push it over the edge into "not fun" for me. A major, but temporary, change would be fine and probably fun; a minor but permanent one, not so much. (At least not without the option to say "no".)