The discussion in The Last of Us thread inspired me to write this topic. Skip to 9:45:
For a Survival Horror, the consequences of Death are very important. If there were checkpoints after every 5 minutes, and you lost nothing each time you died, this will remove a lot of the tension to stay alive against all those monsters, the "horror" effect will soon fade away.
But on the other hand, a Save Point system like in the old RE is frustrating to the average gamer these days, people will just turn off the system if they lose 2 hours of playtime because they couldn't outrun Chainsaw Guy in that corridor. Bethesda wants to sell a game, after all.So what should be included in The Evil Within? Something that won't frustrate today's average Joe's, while at the same time making said Joe dread the possibility of death by these monsters. Is there such a middle-ground?
I think there are two solutions, both are applied by one great game called Dark Souls. Solution#1:
You lose something when dying. In Dark Souls, if you die, you lose all your Souls and Humanity (Which can still be retrieved, but not if you die twice in a row). If the guys at Tango could come up with something like that, a consequence of dying, this could make any player dread getting torn by a Chainsaw even if he had to repeat this 10 times via checkpoints. What could the player lose? That is the important question.
We don't know much about The Evil Within's mechanics, so that question is something Tango and Bethesda should ask themselves. But if they find a way to implement a system where there are grave consequences for dying, then I believe they've got themselves a great middle ground. Solution #2:
Save Points are important to me, the feeling of coming across a Save Point is like meeting up with your only friend in an overly-oppressive world, which gives the player a much needed sense of relief. Dark Souls has this system (Bonfires) in a modern (and difficult) game, yet it was not very frustrating. Why?
First of all, Save Points (Bonfires) are not very far from each other, however, between this Save Point and the next one is a lot of enemies and challenges, so if you die, you won't lose a lot of playtime, but you will have to face those challenges again.
Secondly, in Dark Souls, if you exit the game without saving/resting at a bonfire, you can still continue at the same point when you boot up the game again. Dying, however, restarts you at the last Bonfire you rested it. What this means is that people who get frustrated at some point in the game and decide to quit, they can resume their session without restarting at a bonfire. In other words, the "Save Point" is for deaths only, but when you quit, the game autosaves anywhere, anytime.
So, what do YOU think Bethesda and Tango should use in this game? You must keep in mind that they want to sell a game to the mainstream market, so even if you wish for a Ink/Typewriter system, don't think they will ever use that.