Assassin's Creed and Doom value the last bit of health as more hit points than the rest of it to encourage a feeling of *JUST* surviving.
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In Hellblade, the game breaks diegetic UX to let players know of the potential permadeath that is a myth, but effects emotion and playstyle.
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(I'm adding here to include tweets in my talk that I want to cover :) )
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In The Bureau/XCOM, we ramped up the enemy AI aggressiveness if the player didn't move around every ~15-20 seconds.
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OH! Nice!!
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Red Faction: Guerrilla At low alert levels only the nearest few enemies actually fire bullets at you, though further enemies will take note.
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Can you elaborate more detail? :) I didn't play it.
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Thanks. Twitter will use this to make your timeline better. UndoUndo
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Are you referring to a specific situation? ;)
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Jagged Alliance 2 used to reduce the likelihood of loot every time you quick saved during an encounter to encourage "fair" play.
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You could still save scum when desperate or at a critical point, but you couldn't rely on it as a long term strategy.
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