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Let's talk about player death

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Or: what does your game do when the player fails? Unless you're making a zen game (or your game is just ridiculously easy) it's going to happen at some point. If you're making a masocore platformer, it's going to happen a lot. So what are some design decisions re: player death that you've encountered that infuriated you...or that you thought were really cool?

I'll share a couple:

I quit playing EverQuest back in the day because not only was grinding xp for levels extremely tedious, but you...

Let's talk about player death

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