[QUOTE="Oilers99"]Team Fortress 2, for instance. The period of waiting is a lot shorter, but then again, so is your life-span.UpInFlames
That really depends on your skill, the cIass you're playing and most importantly, your team.
Also, there are plenty of servers with immediate spawns so if that's your thing, go ahead. However, there is good reasoning behind respawn times. If you die, then the other team needs to feel that advantage. That advantage is somewhat nullified if you're there right away. Team Fortress 2 is all about balance and that's just one aspect of that balance. There's no reasoning behind it whatsoever in single-player games. Also, you can use the respawn time to catch a look at the different areas of the battlefield, catch a glimpse of your enemy as well as your own team's positioning so it's definitely not wasting your time as watching the same sequence over and over again.
So no, it's not even comparable.
Practically speaking, it wouldn't be too hard to go fifteen minutes to half an hour at a time without dying in Too Human. I don't care how skilled you are, that's not going to happen in Team Fortress 2. Your life-span varies with skill in both games, but on average, it's much shorter in Team Fortress 2.
It's comparable in the sense that if you can tolerate being punished by inactivity in one game, you can in another. Yes, Team Fortress gives you more to do while you're down, but that suits the hectic pacing. I don't think it would for Too Human.
And keep in mind that we've been losing time in single-player videogames for ages. Only it usually comes in the form of forcing the player to replay sections of the game. The benefit is the player gets right back into things right away, but the downside is that you run the risk of making the player really sick of that particular section. With the pure waiting time involved in Too Human, you're giving essentially the same penalty we've become used to, only instead of redoing something we've already done, we just have to start from where we left off. I think it's a better form of punishment. I might have shortened it by about three seconds, but then again, I might have lengthened it under a different set. And let's not forget that the whole thing is consistent with the in-game universe, which is something few death scenarios have.
However, on a more fundamental level, it's a little odd. Punishment is watching a non-interactive cut-scene, when we're supposed to eagerly play through the game to see the next scene of Baldur taken out of our hands, and interacting with other characters in a non-interactive cut-scene?
Of course, that's no uncommon sin. But alas, videogame developers have yet to discover that videogames are an interactive medium.
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