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* In ''[[LetsPlay/{{Dream}} Dream's]]'' Minecraft Manhunt, [[DeathIsASlapOnTheWrist the hunters respawn easily after being killed,]] but they lose all their stuff afterwards and have to get it back.
** In the [[https://www.youtube.com/watch?v=tylNqtyj0gs Minecraft Manhunt grand finale,]] when [[spoiler: George was killed by Dream, the hunters had to use their inventory space to hold George's items. They realized, however, that Dream took the one thing that was valuable to them: the Blaze Rods.]]

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* In ''[[LetsPlay/{{Dream}} Dream's]]'' ''WebVideo/{{Dream}}'''s Minecraft Manhunt, Manhunts, [[DeathIsASlapOnTheWrist the hunters respawn easily after being killed,]] but they lose all their stuff afterwards and have to get it back.
**
back. In particular, during the [[https://www.youtube.com/watch?v=tylNqtyj0gs Minecraft Manhunt grand finale,]] finale]], when [[spoiler: George [[spoiler:George was killed by Dream, the hunters had to use their inventory space to hold George's items. They realized, however, that Dream took the one thing that was valuable to them: the Blaze Rods.]]Rods]].

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* ''VideoGame/RobotArena'', if you lose ''even once'', you might as well just quit and start over. You start out with just enough money to build ''one'' robot with a small amount of parts, but repairing damage on your robot costs money, and [[{{Permadeath}} robot deaths are final]], meaning that if your robot is destroyed, you have to replace it. You will ''never'' have enough money to replace your robot, because the prize money you get is always just barely enough to do some minor repairs and purchase a few upgrades, and you aren't allowed to go back to previous fights and grind for money.

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* ''VideoGame/RobotArena'', In the old [=DOS=] game ''VideoGame/{{Descent}}'', when you die, all of your nifty lasers and missiles you spent so long collecting are left over where you died. If you planned for this, there will in almost all cases be a clean path from your starting location to your death spot, but in multiplayer it means that whoever killed you takes your stuff. Also, concussion missiles and energy powerups will disappear if you lose ''even once'', don't pick them up quickly, although other stuff won't.
* In ''VideoGame/DwarfFortress'' it is possible to reclaim a fallen fortress. On reclaiming, all perishable goods are rotten, livestock dead, and non-perishable items marked off-limits until
you might as well just quit and start over. You start out with just enough money claim them. Aside from this the fortress is likely to build ''one'' robot with a small amount of parts, but repairing damage on your robot costs money, and [[{{Permadeath}} robot deaths are final]], meaning house the same threat that if your robot is destroyed, you have to replace it. You will ''never'' have enough money to replace your robot, because wiped out the prize money you get is always just barely enough to do some minor repairs original population, such as poisonous blood coating the floors, Forgotten Beasts wandering the halls, and purchase a few upgrades, and you aren't allowed to go back to previous fights and grind for money.berserking dwarfs.



* Even the ''VideoGame/HarvestMoon'' series dabbled in this (thankfully, only once). In ''[=HM DS=]'', if you passed out from exhaustion - this usually happens in the mines where creatures attack you and the best weapon against them eats lots of energy - when you woke up the next day half your gold would be gone, and your fatigue gauge would be half-gone.



* ''VideoGame/RobotArena'', if you lose ''even once'', you might as well just quit and start over. You start out with just enough money to build ''one'' robot with a small amount of parts, but repairing damage on your robot costs money, and [[{{Permadeath}} robot deaths are final]], meaning that if your robot is destroyed, you have to replace it. You will ''never'' have enough money to replace your robot, because the prize money you get is always just barely enough to do some minor repairs and purchase a few upgrades, and you aren't allowed to go back to previous fights and grind for money.
* ''VideoGame/StardewValley'': If you lose all of your health in a dungeon, you'll wake up at the dungeon entrance with a sizable chunk of your cash and several of your items gone, and Marlon will only let you get one of your lost items back - the rest are gone for good. Have fun giving up a huge pile of hard-earned iridium ore so that you don't lose your expensive sword. Because of this, many players will simply [[SaveScumming quit and restart the day]] if this happens.



* In ''VideoGame/DwarfFortress'' it is possible to reclaim a fallen fortress. On reclaiming, all perishable goods are rotten, livestock dead, and non-perishable items marked off-limits until you claim them. Aside from this the fortress is likely to house the same threat that wiped out the original population, such as poisonous blood coating the floors, Forgotten Beasts wandering the halls, and berserking dwarfs.
* Even the ''VideoGame/HarvestMoon'' series dabbled in this (thankfully, only once). In ''[=HM DS=]'', if you passed out from exhaustion - this usually happens in the mines where creatures attack you and the best weapon against them eats lots of energy - when you woke up the next day half your gold would be gone, and your fatigue gauge would be half-gone.
* In the old [=DOS=] game ''VideoGame/{{Descent}}'', when you die, all of your nifty lasers and missiles you spent so long collecting are left over where you died. If you planned for this, there will in almost all cases be a clean path from your starting location to your death spot, but in multiplayer it means that whoever killed you takes your stuff. Also, concussion missiles and energy powerups will disappear if you don't pick them up quickly, although other stuff won't.
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* In ''VideoGame/WorldOfWarcraft'', using a spirit healer means losing 25% durability to ''everything'' both equipped and in inventory (meaning LOTS of gold in higher levels), and a resurrection sickness penalty for up to 10 minutes depending on level, during that time in which your combat skills are heavily reduced (Player groups typically kick out anyone with resurrection sickness rather than wait for it to expire, since they're essentially useless while suffering from it). If you just look for your corpse (or are revived by a friendly healer), death [[DeathIsASlapOnTheWrist is just a slap on the wrist]] of 10% damage to equipped items only, with no further penalty.
** Just an interesting note, during the beta test of World of Warcraft, you suffered a 100% loss in durability to all of your items when you used a spirit healer.
*** The default 10% don't apply if you die to another player though, probably to lessen the frustration when you get killed by much higher level characters (or ambushed by another player while low on health from fighting monsters). Some classes can also [[BetterToDieThanBeKilled kill themselves to avoid that penalty]]. Finally, you automatically revive at the graveyard without penalty under some circumstances (namely, when developers foresaw possibility to die in a place you wouldn't be able to get to on foot).
*** One of the new guild perks can lessen the amount of durability damage by a small amount.

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* In ''VideoGame/WorldOfWarcraft'', using ''VideoGame/WorldOfWarcraft''ñ
** Using
a spirit healer means losing 25% durability to ''everything'' both equipped and in inventory (meaning LOTS of gold in higher levels), and a resurrection sickness penalty for up to 10 minutes depending on level, during that time in which your combat skills are heavily reduced (Player groups typically kick out anyone with resurrection sickness rather than wait for it to expire, since they're essentially useless while suffering from it). If you just look for your corpse (or are revived by a friendly healer), death [[DeathIsASlapOnTheWrist is just a slap on the wrist]] of 10% damage to equipped items only, with no further penalty.
**
penalty. Just an interesting note, during the beta test of World of Warcraft, you suffered a 100% loss in durability to all of your items when you used a spirit healer.
*** ** The default 10% don't apply if you die to another player though, probably to lessen the frustration when you get killed by much higher level characters (or ambushed by another player while low on health from fighting monsters). Some classes can also [[BetterToDieThanBeKilled kill themselves to avoid that penalty]]. Finally, you automatically revive at the graveyard without penalty under some circumstances (namely, when developers foresaw possibility to die in a place you wouldn't be able to get to on foot).
*** ** One of the new guild perks can lessen the amount of durability damage by a small amount.



** OGame is similar. People sometimes spend months building fleets only to wake up with the entire thing destroyed.

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** OGame ''VideoGame/OGame'' is similar. People sometimes spend months building fleets only to wake up with the entire thing destroyed.

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