>>792537>Are there been any strategy games where permadeath has been good?
nu-XCOM, Darkest Dungeon and Battle Brothers are the main permadeath games I enjoy>What would it take for you to not reload the save when your star character dies?
a decent time investment up to that point is the main one - I restart XCOM campaigns all the time if I get fucked in like the first ten missions, but after that I usually play them out till defeat or victory
mostly though it should be accountable/fair and/or be a good story
the death that's stuck out the most in 1800 hours of Battle Brothers was Bobby Brutus, my star axemen and starting brothers, he was smacked the fuck up in a noble war melee 400 days into the campaign. he was 1v3ing and though he could rotate out of danger he would bleed to death at the end of that turn, so instead he killed the Knight who struck his deathblow and the other 2 men on him before succumbing
even if I had a save from before that battle today, more than 2 years after it happened, I wouldn't load it>Is there any incentives that can be given?
the main one I feel is that the campaign should be recoverable afterwards
this was done pretty well in nu-XCOM where as long as you're accomplishing your strategic goals you could afford to take fairly serious and regular losses but there was still a danger of failure if overstretched. Long War is a much better realisation of the same principle, though hard enough in practice to turn most people off.
Darkest Dungeon, meanwhile goes the opposite direction and makes the campaign unlosable at normal difficulty, you can always recruit another party and keep trying even when your coffers are empty
Battle Brothers imo goes too far in the other direction, a single major battle is often a pyrrhic victory on ironman or bronzeman that ends the campaign