You made a nice little list there. But I don't see any alternatives. Except you repeating again and again that you like scripted sequences. Something a big chunk of people loathe.
you can't just go and say a thing is bad because it's bad (well, you can, but that will inevitably make you wrong whether you like it or not). you need to provide examples and that means you are not judging respawning as a general concept anymore, but its concrete implementation in one particular game.
respawning is just a tool used to, well, spawn new stuff into the game world, and a tool can't be good or bad - what matters is how you use it (see the boiling food analogy a couple of posts back. or, if you want another, ovens can be used to bake bread too feed the hungry, but also to burn people alive).
most of the games out there do spawn new content in one way or another, as already mentioned before, if you have some sort of a living world, you will inevitably have to deal with having to spawn new stuff to keep it alive. even Half Life spawns new AIs at certain occasions, and spawning can also be found in Thief (sound an alarm, the game will throw previously not existing guards onto you. well, technically teleport out of blue rooms, but you get the point). so saying "(re)spawning is bad" is just.. well, I don't want to say stupid, so lets go with misguided.
what you can do, is provide concrete examples of games where this is done poorly, and then we can maybe have a meaningful conversation.
If I could go through SS2 and clean out levels one by one, it would become obvious that it's a player centric world, where nothing ever happens that isn't a consequence of my actions. If I don't move, no one would ever come by. That would be unrealistic and boring.
Of course the spawning of enemies out of thin air isn't realistic either and sometimes when it's very noticeable it is indeed an immersion breaker.
But usually it's not noticeable, it happens somewhere out of sight and there are entrances the enemies may have taken. And so it creates the illusion that stuff happens outside of my own actions, that enemies are patrolling the whole ship, entering the level I'm on, sending backup when something seems amiss and so on. In SS2 respawning creates the illusion of a living and dangerous world that's outside my control. And it works pretty well.
To achieve the same effect without spawning the game would have to be much larger and contain more enemies from the start that move around across large distances. Apart from mundane reasons such as increased production costs, this would have killed SS2's tightness. Newcomers in the game would have gotten even more lost than they already do.
And as a matter of course you should play the game before you criticize it's mechanics.
A level based game is much different than an open world game.
And I'm still waiting for a response.
if by respawning you mean "the game will spawn and AI and send it to bash the player each time you kill its previous instance", then yes, I agree, this particular implementation of (re)spawning is bad, and should be fixed (main reason I've patched the RttUNN SS2 FM).
still doesn't mean that dynamic AI creation is flawed as a concept - again, you absolutely need this when creating living, breathing worlds.
Granted. Is System Shock 2 an open world game?
When possible, I already gave you an alternative. I find curious that you defend one gaming concept but want me to provide several alternatives to it. Perhaps because scripted encounters are not to your liking? Then welcome aboard to the "we have an opinion" boat.
But again, I thought we (at least the two of us) were speaking about respawning in general.
Previously you said that (infinite) respawn can be fully avoided and replaced with better systems. I merely want you to proof your statement. I don't like to move on to the next step if you haven't even completed yours.
If I would start on why scripted sequences are bad game design we probably need to fork the thread again so let's not get on to that after you finished your statement.
Don't start an argument on gaming with realism. If you are truly realistic you have a simulation.
In games like Elder Scrolls you are superior to the enemies which are there for you to be defeated. You gain experience and improve your character to a degree which is out of bounds of anything realistic. Presenting the player with a finite amount of beings he can encounter would eventually end in him wiping out the entire world. Something which is pretty much an unrealistic scenario.
And I'm speaking of games where you have to single-handedly kill everyone, don't come me with Civilization or Hearts of Iron.
And I don't hate scripted sequences in general. They can be used quite well. But in most cases they are just too fixed.
The way respawning is used can be more or less deleterious but it's always a poor design choice. I don't need to play System Shock 2 or any other game to know that because there is no way that any game can use respawning in a good manner.
You are trying to tell me that I should discount realism and credibility of the world building factor unless it's a simulation I am playing? I couldn't disagree more.
Here you say that any developer who used respawning made a poor design choice and it can never be used in a good manner. For me it implies that when you have a choice, there is also a better decision which could have been made.
No, I'm trying to tell you that you can't pick a game which features many unrealistic aspects and say "oh, only this one thing is bad because it isn't realistic". If you want to use that as an argument you either need a fully realistic game or don't us it as argument at all.
Yes, if there is a choice, it's better to avoid respawning but I didn't say it's always possible to replace it systematically. It depends on the game design.
Sometimes the element of respawning can be simply removed when it's just used to artificially extend a game's average completion time (I have mentioned this too).
So in my example above, what element that I spoke of is NOT realistic? The fact that the number of NPCs is finite? The fact that they grow in skill just like the protagonist does in order to make the combat session challenging at each moment in the game?
Or on a serious tone, do you mean to object that I can't demand realism because there is real time and game time in play? Or that I can't demand realism because there are fictional elements introduced in a virtual world?
So here you say that there are games where respawning monsters are the best course of action (as it might be the only option to realise what you want to achieve).
OK, let's do a simple example of why this might not be the best way of handling it. You have a game where you progress with your character and get stronger. Now at some point of the game you have to walk through sewers and encounter some rats. As this might be early in the game they actually hurt you and you have to fend them off. After exiting the sewers you might have killed 20 rats out of the 100 which were present (as we don't allow respawning we need to have the sewer filled somewhat realistically). After hours of playtime and considerably gaining power you decide to go into the sewers without the need to go there, just for whatever reason you decided to do it. Suddenly all of the remaining 80 rats turned into some fucking hulk rats and you have a hard time fending them off. Does this sound realistic to you?
If a game is set in a virtual world and does run some consistency along the path with it. You can still use your common sense about realism inside this virtual world. You are set in this world and become stronger through some game system. Which is fine. And at the end of the game you usually face some really strong evil guys and some big boss. So compared to the beginning where you were really weak and everything you faced was on a similiar weak level. All the enemies you face towards the end of the game are also that amount stronger. So if they are so evil, why didn't they already pillaged and killed everything you faced in the beginning (good, neutral and maybe evil alike). That is the amount of realism I speak of.
Absolutely not. The rats should still be equally challenging. When I spoke about opponents becoming tougher I obviously referred to those who can realistically, like the protagonist, improve their skill through training and/or acquisition of additional means of offense and defense. Not rats. If you backtrack to the sewers you will face the same rats which won't cause you much distress and won't distract you from that ONE REASON that brought you back there, which is obviously not meeting the rats. Is it?
In your specific example, there could be a series of reasons for antagonists to delay the execution of their plans: 1) in accordance to the growth of the protagonist, they also could have been weaker at start to gain more power at a later stage 2) it could be that the antagonists needed time to plan and form allegiances of various kind 3) it could be that at that time, there was no real gain in investing time and resources towards a specific task 4) it could be that some element in the game (a target, a land, a goal) gained importance and changed its status from negligible to capital. And so on... I could go on but I think you get the idea.
And I want to remind you that I am not a game developer, not a (screen)writer, and not certainly among the brightest to populate this forum or others.
So that one time I passed farmer Joe (who was on equal strength at that time), he was so inspired by my presence that he put his rake down and instead trained day and night just to always be on equal strength?
1. So it would have been possible to always beat the boss?
2. What a good convience that RIGHT at that time you decide to go on the epic quest to defeat him. Oh wait, we could say a spy got information about that. But then we are running on a timer. Another thing which you probably consider as bad game design.
3. If you have evil motives and there is opportunity to do something bad you probably would take it. I'm not only talking about the boss of the game, it could also be bandits or something.
But when I don't see the bigger image of something or don't have much experience in a subject. I wouldn't be so blatant about my opinion and see it as the only right choice.
Everything does have it ups and down, it's not about that you use it, it's about how you use it. And this is where I see you in the wrong.
Games are meant to have the player protagonist, not a witness. The world needs to be player centric, otherwise you feel you don't have an impact on the events.