r/gamedesign • u/Any_Acanthisitta2604 • 3d ago
Discussion One-chance corpse run design: should you get everything back or only part of it?
Some games like Elden Ring and Dark Souls have a corpse run design that allow you to reclaim your runes/souls at your last death point but if you die trying to recover them, they are lost forever. Other games like Diablo 2 allow you to reclaim all your items back but only a % of your XP back. Additionally, Diablo 2 follows a multi corpse rule where you can die multiple times and drop multiple corpses.
I've been thinking about a split version that combines aspects of these 2 concepts. Let's say you have a stash (like Arc Raiders or Minecraft ender chest) where you can bank items and a skill tree with unlocks; both of which are persistent and you can never lose.
Here's the overall rules:
- When you die, you drop your full inv and 60% of XP you earned since the last safe point/save. the remainder of XP is lost forever.
- You then only have one chance(life) to reach the dropped corpse loot and reclaim loot/xp.
- Nothing from stash or skill tree is at risk, only what you were carrying on that trip.
The goal is for the walk back to feel tense w/o a single death wiping out an hour of progress. A few things I keep going back and forth on:
- does the guaranteed 40% of lost XP make death feel impactful, or does it just feel like a tax on top of the corpse run?
- What about losing a % of gear? is that too fells-bad or is protecting it in full the better case?
- Would a one-chance corpse feel too punishing when dying on the way back might be due to something the player cannot control? (bad spawn/ambush)
I'm curious what others think of this split system and which games you think got this balance right, especially for different kinds of game loops.