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Many games which use Death As Mechanic make it an integral part of gameplay by to an extent, making it an attractive option to die or being so insanely NintendoHard that it is only a matter of time for the player to die and have the issue forced on them. For the most part, though, skilled players can delay the inevitable or outright avoid death through skillful play, and may choose to die based on story ramifications or gameplay possibility. Death may be also the action that changes worlds in games with DualWorldGameplay. The bottom line is that, whether voluntary or not, death affects gameplay instead of merely ending it.

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Many games which use Death As Mechanic make it an integral part of gameplay by to an extent, making it an attractive option to die or being so insanely NintendoHard that it is only a matter of time for the player to die and have the issue forced on them. For the most part, though, skilled players can delay the inevitable or outright avoid death through skillful play, and may choose to die based on story ramifications or gameplay possibility. Some games tie Death as a Mechanic to a broader {{Macrogame}}, allowing a new character to inherit skills, perks, or other benefits from their predecessor. Death may be also the action that changes worlds in games with DualWorldGameplay. The bottom line is that, whether voluntary or not, death affects gameplay instead of merely ending it.
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* ''Franchise/BaldursGate'' is set in a world with [[DeathIsCheap abundant in-universe resurrection magic]]. Most evident in ''VideoGame/BaldursGateIII'' where you can haul corpses around for safekeeping, [[InterrogatingTheDead cast Speak With Dead]] on temporarily-deceased party members, and hear previously-deceased party members complain about the stuff that got them killed.
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* In ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', in order to obtain the title Flame (which will allow the Prince to kill the BigBad), the player must willfully kill the Prince in a certain room halfway ,through and ''not'' do anything when the camera lingers on the Prince's corpse like it happens every time the Prince is killed elsewhere, because after a few se therwise will just be YetAnotherStupidDeath).

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* In ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', in order to obtain the title titular Flame (which will allow the Prince to kill the BigBad), the player must willfully kill the Prince in a certain room halfway ,through through and ''not'' do anything when the camera lingers on the Prince's corpse like it happens as with every time the Prince is killed elsewhere, because after a few se therwise otherwise it will just be YetAnotherStupidDeath).YetAnotherStupidDeath.
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* Instead of a Game Over, dying in ''VideoGame/{{Hylics}}'' will send Wayne to the Afterlife, which serves as the game's fast travel hub and the way to redeem Meat, the game's equivalent to EXP.
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* In ''VideoGame/EverybodyEditsFlash'', dying is often a hazard purely to be avoided, but because the game is a flexible LevelEditor, levels can easily be designed so they are useful. {{Checkpoint}}s can be placed anywhere and activated instantly, and [[DeathIsASlapOnTheWrist respawning is nearly instant]]. Here are some ways respawning can affect the player:
** Sometimes [[AbilityRequiredToProceed new abilities]] or opened {{Locked Door}}s can be used to either reach new areas from the checkpoint, or make them unreachable. In an area of Mount Uonegatscil, dying with a [[PowerUp jump boost]] allows you to [[EasyLevelTrick skip a large part of the level]]. Death doors and gates also [[LockedDoor open and close]] when the death count is high enough.
** Dying resets momentum and the number of [[DoubleJump mid-air jumps]] used. Since checkpoints can be activated while moving, this can be used in physics puzzles.
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Several of these mechanics are in Demons Souls only


* The ''VideoGame/DemonsSouls[=/=]VideoGame/DarkSouls'' series. It is ''theoretically'' possible to not die ([[NintendoHard although not likely]]), but dying is not the end. When you're killed, you can play the game as undead and there are various different mechanics in play, both beneficial and detrimental. In fact, with the Soul Tendency system, death is actually a tool to get cooler loot by making the game harder. Also, the mechanics of multiplayer in the games revolve around death: undead players can become phantoms who assist living players, and get rewards for doing so including being resurrected. Undead players are also protected from invasion by other players, so it can be quite to one's benefit to not revive.

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* The ''VideoGame/DemonsSouls[=/=]VideoGame/DarkSouls'' series. It In ''VideoGame/DemonsSouls'', it is ''theoretically'' possible to not die ([[NintendoHard although not likely]]), but dying is not the end. When you're killed, you can play the game as undead and there are various different mechanics in play, both beneficial and detrimental. In fact, with the Soul Tendency system, death is actually a tool to get cooler loot by making the game harder. Also, the mechanics of multiplayer in the games revolve around death: undead players can become phantoms who assist living players, and get rewards for doing so including being resurrected. Undead players are also protected from invasion by other players, so it can be quite to one's benefit to not revive. Several of these mechanics were carried over into ''VideoGame/DarkSouls'' as well.
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* Getting killed in any ''VideoGame/UnrealTournament'' installment is an easy way to return to your base quickly from the other side of the map, if you don't mind losing your weapons and getting a death in score tab. This is a viable strategy especially in Bombing Run matches, where you have to prevent the enemy ball-carrier from reaching your goal. For the currently offending team, killing the enemies makes it actually harder for the ball-carrier to deliver their "payload" as every killed enemy will just get in their way again.
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Contrast with tropes related to deaths ending the game with no further impact on gameplay, like VideoGameLives, GameOver, and {{Checkpoint}}.

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See also JustifiedExtraLives, an in-universe explanation for [[OneUp 1-ups]]. Contrast with tropes related to deaths ending the game with no further impact on gameplay, like VideoGameLives, GameOver, and {{Checkpoint}}.
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* ''TabletopGame/FateOfTheNornsRagnarok'': When player characters die in glorious battle their player's next character can take premium traits, with more powerful ones unlocked as the player sends more characters to Valhalla. Eventually they can play their old characters as einherjar in the afterlife.
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* The ''VideoGame/{{Descent}}'' franchise has extra lives as a mechanic, and if you die you respawn at the same location you started the level in, although almost all of your weapons, ammo, and powerups are left floating around the area where you died. Notably, though, any color-coded keycards you may have picked up are not dropped, but remain with you after you respawn. Speedrunners have used this to create an exploit known as a "death warp". It works like this: if the distance between a needed keycard and the next goal (key, reactor, exit) is greater than the distance between the next goal and your starting position, what you do is rush off to get the key, immediately kill yourself, then respawn and head for the next goal. This saves you the time you otherwise would have spent flying from the key directly to the next goal.

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* The ''VideoGame/{{Descent}}'' franchise has extra lives as a mechanic, and if you die you respawn at the same location you started the level in, although almost all of your weapons, ammo, and powerups are left floating around the area where you died. Notably, though, any color-coded keycards you may have picked up are not dropped, but remain with you after you respawn. Speedrunners have used this to create an exploit known as a "death warp". It works like this: if the distance between a needed keycard and the next goal (key, reactor, exit) is greater than the distance between the next goal and your starting position, what you do is rush off to get the key, immediately kill yourself, then respawn and head for the next goal. This saves you the time you otherwise would have spent flying from the key directly to the next goal.

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* ''TabletopGame/TheOneRing'': If an experienced PlayerCharacter dies (or [[RolePlayingEndgame retires]]), the player's next character starts with bonus [[ExperiencePoints XP]] proportional to the old one's, as they're assumed to have been mentored by the deceased. A Barding character with the [[SkillScoresAndPerks cultural virtue]] "Birthright" also passes it down to their successor as a bonus, representing their HeroicLineage.

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* ''TabletopGame/TheOneRing'': ''TabletopGame/TheOneRing'':
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If an experienced PlayerCharacter dies (or [[RolePlayingEndgame retires]]), the player's next character starts with bonus [[ExperiencePoints XP]] proportional to the old one's, as they're assumed to have been mentored by the deceased. deceased. They get extra if the dead character wrote them a [[IfIDoNotReturn Letter of Farewell]] beforehand.
**
A Barding character with the [[SkillScoresAndPerks cultural virtue]] "Birthright" also passes it down to their successor as a bonus, representing their HeroicLineage.
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* In ''VideoGame/{{Sifu}}'', when you die, your magic talisman will revive you at the cost of [[CastFromLifespan aging you]]. As you get older, your gain slightly increased damage, but lower health. Also, you can only upgrade your skills after dying. Dying too frequently increases the rate at you age, and at Age 70+, you become too old to revive, leading to a FinalDeath.

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* In ''VideoGame/{{Sifu}}'', when you die, your magic talisman will revive you at the cost of [[CastFromLifespan aging you]]. As you get older, your gain slightly increased damage, but lower health. Also, you can only upgrade your skills after dying. Dying too frequently increases the rate at you age, and at Age 70+, you become too old to revive, leading to a FinalDeath.{{Permadeath}}.



* In ''VideoGame/SamuraiShodown IV'', you've the secret move called "Honorable Death", in which the player can commit a HeroicSuicide (being a "Samurai" game, it's usually a {{Seppuku}}) and depletes all its energy bar to start the next round with its [[ManaMeter power bar]] full.

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* In ''VideoGame/SamuraiShodown IV'', you've the secret move called "Honorable Death", in which the player can commit a HeroicSuicide (being a "Samurai" game, it's usually a {{Seppuku}}) and depletes all its their energy bar to start the next round with its their [[ManaMeter power bar]] full.
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* ''VideoGame/GuildWars'' had a strange emergent case of this. There was an effective limit on leveling up in the tutorial area because eventually you reach the point where enemies stop giving XP. But some enterprising players discovered that ''enemies'' can also gain XP by killing player characters. Thus, with an absurd amount of grinding to level up the enemies and then killing them, it became possible to reach the game's level cap without ever completing the prologue (it helps that the game has an AbsurdlyLowLevelCap). The developers eventually acknowledged this by granting a special title to those who did it.
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* ''Film/JumanjiWelcomeToTheJungle'': Players who [[VideoGameLives lose a life]] while [[TheGameComeToLife inside the Jumanji game world]] drop [[CameFromTheSky from the sky]] when they respawn. Martha {{exploit|edTrope}}s this to [[spoiler:hand off the MacGuffin to Spencer]] on her way down.

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* ''Film/JumanjiWelcomeToTheJungle'': Players who [[VideoGameLives lose a life]] while [[TheGameComeToLife inside the Jumanji game world]] drop [[CameFromTheSky [[ResurrectionTeleportation from the sky]] when they respawn. Martha {{exploit|edTrope}}s this to [[spoiler:hand off the MacGuffin to Spencer]] on her way down.
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* Losing all your balloons in ''VideoGame/MarioKart64'' has you transform into a mobile bomb, allowing you to get revenge on the player who eliminated you or blowing up someone else out of spite. Players who are bombs can interact with item boxes, but they cannot use them.
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* ''TabletopGame/TheOneRing'': If an experienced PlayerCharacter dies (or [[RolePlayingEndgame retires]]), the player's next character starts with bonus [[ExperiencePoints XP]] proportional to the old one's, as they're assumed to have been mentored by the deceased. A Barding character with the [[SkillScoresAndPerks cultural virtue]] "Birthright" also passes it down to their successor as a bonus, representing their HeroicLineage.
* ''TabletopGame/WarhammerFantasyRoleplay'': Priests of the GodOfTheDead perform Doomings that foretell the circumstances of the recipient's death. If a PlayerCharacter receives a Dooming and later dies in a fashion that matches it, the player's next character starts with a hefty [[ExperiencePoints XP]] bonus.

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* In the world of ''VideoGame/TheLifeAndSufferingOfSirBrante'', each person is granted three "lesser deaths" before their true death, except under certain circumstances. Accordingly, several events allow Sir Brante to die to accomplish some goal. In one route, even True Death isn't the end, but leads to a final challenge in the afterlife.


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[[folder:Visual Novels]]
* In the world of ''VideoGame/TheLifeAndSufferingOfSirBrante'', each person is granted three "lesser deaths" before their true death, except under certain circumstances. Accordingly, several events allow Sir Brante to die to accomplish some goal. In one route, even True Death isn't the end, but leads to a final challenge in the afterlife.
[[/folder]]

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