Posted January 29, 2024
The dungeon crawler Darkest Dungeon uses a slightly unusual system for life/death: characters don’t die when they reach 0 hit points. Instead, they enter a state of "Death Door", meaning that each hit they take has a (quite high) chance of being fatal. A side-effect is that the hit that take the character to 0 hit points can not be the one that kill them.
The healing system works very well with that, providing mostly weak slightly randomized heals, that can only be used during fights (so at the cost of an action/attack). The combination of these systems is that characters will spend a lot of time a very low health levels, that tends to heighten the stress level of the player. Since most of the game revolves around stress (of the characters and of the player) this is a good example of mechanics working to reinforce the thematics.
The healing system works very well with that, providing mostly weak slightly randomized heals, that can only be used during fights (so at the cost of an action/attack). The combination of these systems is that characters will spend a lot of time a very low health levels, that tends to heighten the stress level of the player. Since most of the game revolves around stress (of the characters and of the player) this is a good example of mechanics working to reinforce the thematics.
Post edited January 29, 2024 by vv221