None of what you guys have described, is actual "fear of death." No one is afraid of dying in a video game. They're afraid of negative consequences in the game, sure, but that's not actual fear of death.
When people talk about wanting "fear of death" I view it as code for one of two things. At the most basic level, it means "I want the game to be exciting and I want my adrenaline pumping when I'm playing." RO's already got that. I've had plenty of experiences in-game like the ones you guys have mentioned, where I'm racing to get to a cap zone and we've almost got it. I've had similar experiences in other games where I came around the corner and had an "OH CRAP!!" moment because I just ran into [insert surprising and powerful badguy here].
I think people also use "fear of death" as shorthand for "I want the game to be immersive and feel realistic in terms of what I think is realism." And that's where the problems come in because my sense of what's realistic is not your sense of what's realistic, and neither party's sense of realism is actual objective realism. No matter what is coded as "realistic", it's going to be someone's perception of that. Thus, ANY attempt at "realism" in a video game is necessarily colored by what a particular person thinks is "realistic."
When it comes to things like impacting how the avatar operates, psychological factors such as "fear" are a mistake to implement. I mean, let's say they did implement "fear" in the game. Are they going to implement "rage", too? How about "confusion"?
"Fear" hits people differently in different circumstances and is extremely dependent upon both the situation and the person. For example, I could see my buddy in a foxhole not 15 feet from mine get blown into a fine red mist by a mortar round. What happens next? Am I crazed with fear or suddenly suicidally brave because I want revenge? When I'm crazed with fear, do I stay frozen in one spot, or completely lose control of my senses and start running the hell away? When I'm suicidally brave, does my aim shake because there's so much adrenaline pumping through me that I can't hold still, or am I so out of myself that I become a perfect killing machine? Or are there other behaviors that you'd see from someone under those same circumstances that I haven't listed here?
Any answer you give is simply YOUR perception of what would happen, and is likely colored by your own experiences and psychological makeup, and may not be the same as someone else's answer. And NONE of that should be represented by videogame mechanics. On the other hand, physiological effects (IE: being dazed by an artillery shell that goes off near you) are different. Getting winded, that's legitimate. Slowing down because a bullet grazed your leg and now you're limping a bit, that's legitimate too. But fear and other psychological factors should stay out of video games and be left to the players and their own experiences.
When people talk about wanting "fear of death" I view it as code for one of two things. At the most basic level, it means "I want the game to be exciting and I want my adrenaline pumping when I'm playing." RO's already got that. I've had plenty of experiences in-game like the ones you guys have mentioned, where I'm racing to get to a cap zone and we've almost got it. I've had similar experiences in other games where I came around the corner and had an "OH CRAP!!" moment because I just ran into [insert surprising and powerful badguy here].
I think people also use "fear of death" as shorthand for "I want the game to be immersive and feel realistic in terms of what I think is realism." And that's where the problems come in because my sense of what's realistic is not your sense of what's realistic, and neither party's sense of realism is actual objective realism. No matter what is coded as "realistic", it's going to be someone's perception of that. Thus, ANY attempt at "realism" in a video game is necessarily colored by what a particular person thinks is "realistic."
When it comes to things like impacting how the avatar operates, psychological factors such as "fear" are a mistake to implement. I mean, let's say they did implement "fear" in the game. Are they going to implement "rage", too? How about "confusion"?
"Fear" hits people differently in different circumstances and is extremely dependent upon both the situation and the person. For example, I could see my buddy in a foxhole not 15 feet from mine get blown into a fine red mist by a mortar round. What happens next? Am I crazed with fear or suddenly suicidally brave because I want revenge? When I'm crazed with fear, do I stay frozen in one spot, or completely lose control of my senses and start running the hell away? When I'm suicidally brave, does my aim shake because there's so much adrenaline pumping through me that I can't hold still, or am I so out of myself that I become a perfect killing machine? Or are there other behaviors that you'd see from someone under those same circumstances that I haven't listed here?
Any answer you give is simply YOUR perception of what would happen, and is likely colored by your own experiences and psychological makeup, and may not be the same as someone else's answer. And NONE of that should be represented by videogame mechanics. On the other hand, physiological effects (IE: being dazed by an artillery shell that goes off near you) are different. Getting winded, that's legitimate. Slowing down because a bullet grazed your leg and now you're limping a bit, that's legitimate too. But fear and other psychological factors should stay out of video games and be left to the players and their own experiences.
Upvote
0