Sodomy said:
And why don't you think that the player would reload on these?
Because they're too small to be worth the time/effort, and the player doesn't expect either to lose anything significant (in character terms), or significant content (in player terms). Presumably you don't reload every time you miss in combat, every time an enemy gets away without your getting its XP/loot, every time you trigger a trap, every time you take a wrong turn.... You'd need to start with the small stuff, and endeavour to make every outcome interesting from the ground up.
This is already done frequently in most games for the "take a wrong turn" failure - by creating a rich environment with a lot of interest happening down every path. If you fail to go the "right" way, you don't reload, because there's something interesting down the other path too. This simply needs to be applied to abstract paths as well as physical ones.
Of course most of the smaller consequences will seem pretty trivial in themselves - since they are. That's ok though: their role is to change the mindset of the player - not to be wonderful features in their own right.
There is NO unavoidable death in Fallout, since all combat (except maybe a rat or two) is avoidable.
That's just nonsense. Random encounters for one.
I mean "unavoidable" for a player playing for the first time under typical conditions - not a psychic who's read the walkthroughs, knows the areas where different random bad-guys crop up, uses a character who's great at combat yet avoids it like the plague etc. etc.
A first-time player who picks some reasonable-sounding character build without external information always stands a high chance of finding himself in an unavoidable death situation at some point. [Not "unavoidable" with a walkthrough and in retrospect]
On further thought, is it really necessary for every failure to open doors as well as close them?
They must "open doors" to interesting gameplay and challenges. That doesn't have to mean making anything easier, or "opening doors" for the character. Interesting content and gameplay is the essential. Character benefits are optional.
Could it not be construed as interesting gameplay to work through setbacks to still achieve a goal?
Sure - so long as the setback really opens up interesting new challenges, rather than being a case of "You fell down the pit - you now have a 1 hour walk back to the entrance".
For a very basic example, consider character death in ToEE. There's no silver lining to it- it costs you gold and XP, and doesn't help in any way. Yet, playing in Ironman, where characters die from time to time is more interesting than loading on character death- because the additional challenges that character deaths introduce (especially in the early game, where the 250 gold needed for reviving is a significant amount, and your cleric doesn't have the restore spell for quickly recovering most lost XP) make the game more interesting and meaningful.
I haven't played ToEE, but that sounds reasonable. It doesn't sound particularly interesting either way though. Success (i.e. not dying) doesn't have any particularly interesting consequence - you just get to continue. Failure (i.e. dying) doesn't either - it just means a bit of XP and gold, with the broadly the same continuation. In a game with resurrection, death means little more than getting hit hard and seeing your enemy run away (delay+lost loot+lost XP). It's dull, and it's not opening doors to new gameplay any more than getting hit in combat does - it just makes things a little more challenging.
Resurrection is tacky in any case, but if it is included, it's an option to throw in some interest and variety. Having a quick-fix spell to recover and gain most XP takes the tackiness that much further. Many D&D fans might be used to a tacky, trivial, temporary approach to death, but that doesn't make it any less tacky. (oh, and it's tacky)
It's more interesting to play a game which is a challenge due to closed doors that have to be worked through than a game where everything falls right into a player's lap.
Please learn to distinguish between the player and the character:
Doors to gameplay are opened for the player.
Entertainment falls into the player's lap.
Horrible things might happen to the character.
Also, realize that there isn't an "everything" to fall into the character's lap. Stuff happens - some of it will be welcome, and some not. It's impossible for everything to go right at once, since many possibilities will be mutually exclusive, and some will be "right" only from some perspectives. Those things which do fall into the character's lap are unlikely to be the things he was aiming to achieve (if he really failed, rather than intentionally "failed") - they'll just be other factors relating to other issues, possibly requiring some change of plan/outlook to be turned to the player's advantage. Most often they'd be opportunities to pursue that task or another task in different ways due to changes in the strategic situation brought on by the "failure", or its consequences.
Going even further in this direction, is punishing the player even a bad thing?
Yes. End of story.
You just need to have a clear understanding of what it means to "punish the player".
Again, using the ToEE ironman example... Playing the same content time and time again could be construed as "punishing the player"- yet, this punishment added a lot more tension- and thus, entertainment value
First, if it entertained you more overall, you weren't punished. Offering the choice to go ironman isn't punishing anyone who doesn't want to do that. It'd be real punishment only if every player were forced into playing ironman. The goal is to entertain players - not to have them grinning with glee all the time. If you were more entertained by that repetition and the threat of it, that's great.
However, this is where you need to assess [Feature which achieves X] against [Other ways to achieve X]. Looking at a feature, thinking "The game is probably better with it than without it", then concluding that it's a good idea, is a bit daft.
In this case, are there better ways to achieve tension than by threatening the player with hours-of-the-same-shit if he fails? I'd say that there are - pretty much any alternative is preferable. That's about as elegant a solution as getting punched in the mouth on failing - only not nearly as fast/exciting.
Again, although I'm not a great fan of this try-fail-try-fail-try-fail-succeed approach to gameplay, it has its place. Is that place in an RPG? Perhaps in a Rogue-like or similar, but I'm not that interested in those. In an RPG with a rich, involving, reactive world, it makes sense to play to those strengths - i.e. don't reduce the gameplay approach to the level of Pacman.