Respawn timers are another method of
punishing a player, making the player wait a preset amount of time
before he can rejoin. This type of penalty is common in first-person
shooters, and has been tried in action-RPG's. This method seems
employed more often in games where player deaths will be frequent, so
waiting in a high-energy game can break a player's rhythm just like a
time-out can throw off a team's momentum in the NFL. The downside to
this approach is that some find it incredibly annoying and deaths are
made to feel “cheap” without a more serious punishment, which
gives credence to the theory that zero penalties for death will
discourage most gamers from playing. Another common method of
punishment, often used in RPG's and MMORPG's, is the respawn location.
In this scenario, a player will restart at a distant location from
where he died, forcing him to journey all the way back to continue
from where he left off. This method is sometimes combined with the
loss of equipment and/or money, usually deposited on the player's
“corpse” from his previous death. Surviving the journey back to
one's corpse without equipment can be difficult, and in some games,
the gear on the corpse is available to other players who might steal
it. All of these punishments reverse the time a player has invested
in the game, either by requiring meaningless treks across the
gamescape, or removing hard-earned equipment and money. I don't
know about you, but I don't have as much time to play games as I used
to, so if a game cancels out my time investment, I'm going to move on
to a game that doesn't.
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