History Main / DeathIsASlapOnTheWrist

16th Jul '17 5:42:24 PM iwantedtoaddsomething
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* In ''VideoGame/TheTalosPrinciple'', death just resets whichever puzzle you were doing, which is (usually) more annoying than anything. It ''does'' get annoying particularly if you're setting things up for the star puzzles, which usually involve setting up pieces from two or more separate puzzle areas. Justified as you are an AI in a computer simulation.

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* In ''VideoGame/TheTalosPrinciple'', death just resets whichever puzzle you were doing, which is (usually) more annoying than anything. It ''does'' get annoying particularly if you're setting things up for the star puzzles, which usually involve setting up pieces from two or more separate puzzle areas. Justified as you [[spoiler:you are an AI in a computer simulation.]]
16th Jul '17 5:15:59 PM starofjusticev21
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* In ''Crushed: The Doomed Kitty Adventures'' subcomic on ''Webcomic/{{Supermegatopia}}'' the main characters were a team of inept adventurers who died on almost every quest and were always brought back to life at a temple in town. Played into the site's rampant fanservice, as they [[NakedOnRevival would come back totally naked]].
11th Jul '17 5:06:00 PM Shadoboy
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* ''VideoGame/EasternMindTheLostSoulsOfTongNou'' is based deeply in eastern philosophy and its themes; in fact, reincarnation plays a major role in the story, as you're supposed to die and reincarnate nine times; if you die, you can chose to return to that life or try another, with your inventory intact to boot (which makes dying a pretty useful tool so you can travel less distance!). And when you complete the objective the character you're playing as "quietly breathes his last". In fact, the only way to actually losing the game is [[spoiler: By drinking the moon water in the room of Immortality and becoming immortal, which locks the game in an neverending cutscene until you quit.]]
1st Jul '17 8:49:53 AM TheBKaine
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* ''VideoGame/SuperMarioOdyssey'' is the first main series ''Mario'' game to get rid of lives entirely. Instead, dying sends you back to the nearest checkpoint, at the cost of 10 coins.
3rd Jun '17 3:20:25 PM nombretomado
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* In Creator/HudsonSoft's WiiWare FirstPersonShooter ''VideoGame/{{Onslaught}}'', dying in the multiplayer cooperative/competitive (you have to work together, but compete for score) mode simply means being dead for 10 seconds... then coming back to life on the spot with 1/4 your score gone. Considering the game's main thrust is really cooperation with score as a secondary concern, that's hardly a penalty.

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* In Creator/HudsonSoft's WiiWare UsefulNotes/WiiWare FirstPersonShooter ''VideoGame/{{Onslaught}}'', dying in the multiplayer cooperative/competitive (you have to work together, but compete for score) mode simply means being dead for 10 seconds... then coming back to life on the spot with 1/4 your score gone. Considering the game's main thrust is really cooperation with score as a secondary concern, that's hardly a penalty.
25th May '17 5:26:34 AM Grounogeos
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* ''TabletopGame/Pathfinder'' managed to make coming back from the dead have an even lighter penalty. While a character resurrected in ''TabletopGame/DungeonsAndDragons'' would lose an actual character level (and thus all class features that came with it), Pathfinder replaced this drawback with "negative levels". They don't ''lose'' any abilities, but their abilities are weakened until the negative levels have been removed, which can be done with certain healing spells. The main downside is that resurrection magic and spells to remove negative levels all require expensive materials to cast, but after a certain point the price is minor compared to how much money the character would have available.
9th May '17 6:04:34 PM Golondrina
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* Dying in ''{{Elona}}'' will cause you to lose a small percentage of your money, and the potential (i.e. the speed at which it levels) for some skills may degrade after level 6. You may also drop some of your items, which will be there when you return.

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* Dying in ''{{Elona}}'' ''VideoGame/{{Elona}}'' will cause you to lose a small percentage of your money, and the potential (i.e. the speed at which it levels) for some skills may degrade after level 6. You may also drop some of your items, which will be there when you return.
4th May '17 10:25:24 AM Mineboot45
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* ''VideoGame/EarthBound'' does this in a similar way to ''Dragon Quest IX'', with the addition of having your PP set to zero. In fact, in ''[=EarthBound=]'', the money you receive from battles is automatically put into storage, so you're not even likely to be carrying any money to lose. In ''VideoGame/{{Mother3}}'', not only is money a literal non-issue in the first three chapters, but you don't even lose any PP.

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* ''VideoGame/EarthBound'' does this in a similar way to ''Dragon Quest IX'', with the addition of having your PP set to zero. In fact, in ''[=EarthBound=]'', the money you receive from battles is automatically put into storage, so you're not even likely to be carrying any money to lose. In ''VideoGame/{{Mother3}}'', ''VideoGame/MOTHER3'', not only is money a literal non-issue in the first three chapters, but you don't even lose any PP.
4th May '17 6:07:30 AM Luigifan
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Dying without penalty is very common in games today in order to ease frustration of players that may repeatedly die and is also present in games where dying is very common due to [[NintendoHard the game being brutally difficult]]. Dying in a game nowadays tend to be quick and the player can return in a just as quick manner without the flow of the game being bogged down by restarting from the last checkpoint or the start of the level.

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Dying without penalty is very common in games today [[AntiFrustrationFeatures in order to ease frustration frustration]] of players that may repeatedly die and is also present in games where dying is very common due to [[NintendoHard the game being brutally difficult]]. Dying in a game nowadays tend tends to be quick and the player can return in a just as quick manner without the flow of the game being bogged down by restarting from the last checkpoint {{checkpoint}} or the start of the level.



A sister trope to MeaninglessLives, where the player theoretically has a limited number of lives, but there's enough that running out is nearly impossible, or/and you don't lose much at all if you do. Contrast ContinuingIsPainful, where you lose a ''lot'' more than expected should you decide to keep going after you lose. Contrast CheckPointStarvation, where lack of {{check point}}s results in going back really far after dying. Contrast FinalDeath, where dead characters stay dead (although in the case of party members they may be easily replaced). Compare DeathIsNotPermanent and DeathIsCheap which are non-gameplay equivalents to the same trope. When this applies in the afterlife, as in the myth of Valhalla, see WarriorHeaven or HellIsWar.

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A sister trope to MeaninglessLives, where the player theoretically has a limited number of lives, but there's enough that running out is nearly impossible, or/and you don't lose much at all if you do. Contrast ContinuingIsPainful, where you lose a ''lot'' more than expected should you decide to keep going after you lose. Contrast CheckPointStarvation, where lack of {{check point}}s results in going back really far after dying. Contrast FinalDeath, where dead characters stay dead (although in the case of party members members, they may be easily replaced). Compare DeathIsNotPermanent and DeathIsCheap DeathIsCheap, which are non-gameplay equivalents to the same trope. When this applies in the afterlife, as in the myth of Valhalla, see WarriorHeaven or HellIsWar.



* In ''VideoGame/AliceMadnessReturns'', if you fall off a platform, you simply reform on another platform. (Dying in a fight sends you to the last checkpoint, however.)
* ''VideoGame/{{Badland}}'' had checkpoints placed after every two obstacles or so and loading to a checkpoint took a second or less, and was done in subtle FadeToBlack fashion. However, this checkpoint placement made the game harder if you wanted to also save your character’s clones alongside it. If you missed one, passed an obstacle and died, you would be respawned past it with the clone out of reach.

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* In ''VideoGame/AliceMadnessReturns'', if you fall off a platform, you simply reform on another platform. (Dying in a fight sends you to the last checkpoint, however.though.)
* ''VideoGame/{{Badland}}'' had checkpoints placed after every two obstacles or so and loading to a checkpoint took a second or less, and was done in subtle FadeToBlack fashion. However, this checkpoint placement made the game harder if you wanted to also save your character’s clones alongside it. If you missed one, passed an obstacle obstacle, and died, you would be respawned past it with the clone out of reach.



* In ''VideoGame/TheBreach'', the numbers of lives is unlimited. Each death sends Sergei back to the beginning of the level, but he retains all the gained experience, all his upgrades, and any key he found. The enemies are all back, but it isn't specific to the player's death: the monsters systematically reappers when leaving an area.

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* In ''VideoGame/TheBreach'', the numbers number of lives is unlimited. Each death sends Sergei back to the beginning of the level, but he retains all the gained experience, all his upgrades, and any key he found. The enemies are all back, but it isn't specific to the player's death: the monsters systematically reappers reappear when leaving an area.
21st Apr '17 5:57:51 PM CosmicFerret
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* The {{Lego Adaptation Game}}s give you infinite lives, and you respawn on the spot with no progress lost, except in the first game's vehicle levels, which return you to checkpoints. The only penalty is that you drop some Lego studs (the game's currency), and you can just pick them back up when you respawn, unless you fall into a bottomless pit.

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* The {{Lego VideoGame/{{Lego Adaptation Game}}s give you infinite lives, and you respawn on the spot with no progress lost, except in the first game's vehicle levels, which return you to checkpoints. The only penalty is that you drop some Lego studs (the game's currency), and you can just pick them back up when you respawn, unless you fall into a bottomless pit.
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