Original Post
Hey all! I am currently designing a 3D point and click puzzle/exploration game. To describe the main objective and gameplay im simplified way; you play as a biomechanical organism and you have "beacons" which you have to powerup with "energy" you collect around the gameworld. There is roaming AI, which aggro you if you get to close and are in their line of sight. The whole game is taking place on one island with seamless levels. The game is supposed to feature calm yet slightly alerting atmosphere.
Now to the issue I have stumbled upon, namely punishment for failing to avoid the above named AI (and possibly for falling from to high ground too). I feel that death of your character as punishment method does not fit the games gameplay and atmosphere, yet would like to see some sort of punishment when you let the AI catch you. AI is supposed to be something terrifying you would want to avoid at all costs, but how does one achieve such effect without death?
It could be done with checkpoints, that you don't directly die, but for some logical reason getting send back to a point of restoration. You could also lose the energy you have collected ala Sonic and his rings style, but that too feels like an annoyance rather then a terrifying effect.
Does anyone have any interesting suggestions on different punishment mechanics which intrigued you before and which could fit the above described settings, or any links toa articles discussing such mechanics? It would be interesting to explore the alternatives of a death mechanic which is more then a minor setback to latest checkpoint (dark souls comes to mind).
Now to the issue I have stumbled upon, namely punishment for failing to avoid the above named AI (and possibly for falling from to high ground too). I feel that death of your character as punishment method does not fit the games gameplay and atmosphere, yet would like to see some sort of punishment when you let the AI catch you. AI is supposed to be something terrifying you would want to avoid at all costs, but how does one achieve such effect without death?
It could be done with checkpoints, that you don't directly die, but for some logical reason getting send back to a point of restoration. You could also lose the energy you have collected ala Sonic and his rings style, but that too feels like an annoyance rather then a terrifying effect.
Does anyone have any interesting suggestions on different punishment mechanics which intrigued you before and which could fit the above described settings, or any links toa articles discussing such mechanics? It would be interesting to explore the alternatives of a death mechanic which is more then a minor setback to latest checkpoint (dark souls comes to mind).