» Thu May 31, 2012 10:49 am
I have some sympathy with the thought, but it doesn't quite make sense. As others have said, when you're dead, you're dead. The game automatically reloads your last save, because it assumes that's what you'll want to do, but that doesn't represent some sort of in-game resurrection: you've just reset to an earlier time, and the events which led to your death never happened. It's like the game doesn't penalise you for shooting your companion in the back and then reloading, or getting arrested and then reloading. Some of the comments here sound like they just want the reload not to be automatic: you might see 'sorry, you're dead' screen, then revert to the main menu, and have to reload manually. I suppose that might make it feel more like you actually died, but mostly it would just be pointless extra hassle, because, let's face it, the vast majority of players *will* want to revert to their last save when they die.
Of course there *could* be some sort of in game resurrection. I don't know: you could store your soul in a soul stone which you kept in a save place, and when you died you'd be resurrected there, but without the gear you were carrying. That way, there'd be some value to storing spare gear in your houses. The idea that you might get dragged back to town by a friendly soul makes some sense if you get mauled by wolves, but not if you died deep inside a catacomb which no mortal has entered for centuries, and surrounded by fiendish enemies. But of course you'd still have the option to reload, and in a way being unable to actually die would make death *less* meaningful.
I suppose the underlying question is whether the game makes it too easy to reload when you mess things up (when you die, or when your companion dies, or even when you break a lockpick!). There certainly have been games which only allow you to have one save file, and which delete it when you die. There's certainly something bracingly hard-core about that approach, but really it's not much fun to lose a character you spent hours building up to something completely random. ("You fall into a pit. You land on a set of sharp iron spikes. The spikes were poisoned. The poison was deadly.") And even though Skyrim doesn't spawn random undetectable and instantly deadly traps (as far as I know), it does do things like spawn a dragon which attacks you from behind while you're fighting a bear. And the sandboxy nature of the game is such that it feels like you should be able to try things out to see what happens, without having to start over if it turns out to be a disaster.
I suppose the only thing is, perhaps the game shouldn't allow such frequent saves? Because in clearing a dungeon, you can save after killing each opponent, which somewhat removes any sense of danger. If you had to reload at the entrance to the dungeon, that might strike a balance between making the final confrontation meaningful and not being horribly frustrating. And you might decide it was better to skip that dungeon for now, if you felt you'd been hopelessly outgunned, rather than repeating the fight a dozen times until you finally win (whether by luck or cunning). But then again, clearing your way to the boss would get old pretty quickly. And of course, you do have the option of only saving at certain points if that's what you want.