I've been thinking about my time in Dragons Dogma 2 lately. I like a challenge but something I found was that the game didn't really deliver on it (for me personally), and it was in such a way that I lost interest in combat all-together at some point. Don't get me wrong, it's not like the game is easy, but I started to feel the difficulty was completely superficial once you learn a specific game mechanic.
The mechanic
This is not an actively explained game mechanic to my knowledge, but, if you take fatal damage, your character plays a short death animation before the "game over" screen comes up. In this time, you can actually use a consumable after you're already dead to revive your character.
Effect on gameplay
First, I didn't know about it and just accepted the "load from checkpoint". It was hard, a little tedious, but fun to put myself in the right headspace: avoid damage, manage your attack windows, ect.
But after I learned about it, I thought, wow that's convenient. Death screens are annoying. So I would start popping a heal when I remembered to, or had one, after taking fatal damage.
But then, after a while, I got so good at spamming consumables it just made me extremely reckless. Taking damage was a non-issue for the most part, as long as you had consumables (and boy they give you a lot). And it eventually soured even the most epic boss fight victories. Nothing felt earned, it just felt inevitable and cheap.
And while consumable spamming is a thing in many games, most of them don't let you do it AFTER you died and you still have to care about your health bar and one hit kills.
My result
What's interesting I guess is that middle part. I started feeling like I don't want to go back to having to die and restart a fight, because it's kind of a waste of time, tedious, and I could just beat the boss after enough retries anyway. But it ended up making the game vastly less rewarding and fun in the end, and altered my playstyle.
A lot of people when faced with things like this just say "Well you can just choose not to do that if you don't think it's fun" (I hate hearing this as a game designer) And I often do, but its funny how hard it is to accept consequences and punishment when the game feels like it asks you every time if you would like to avoid them. As a player, I can't bring myself to do it, even if I know it would make the game more challenging and rewarding in a fun way.
I wanted to share this experience cause I think it gets at one of the more interesting parts of game design. We adjust difficult to make games satisfying and motivating to beat, not tedious or frustrating to play. That is the necessary side effect, and I always found the balancing act to be interesting and really one of the most difficult aspects of game design because there's no one-size-fits-all solution for every player.
And because of that, I can't even say this game mechanic is badly executed even though it did not work for me. A grace period for healing from fatal blows actually seems good out of context. It just really backfired in my case and I wonder how other players engaged with this mechanic and if it had positive or negative consequences on their playthrough. So please chime in if you used this while playing.
EDIT: I just have to mention, because another commenter brought this up and I completely forgot about it, but DD2 already has built in resurrection in the form of wakestones, a rare consumable. Being able to quickly heal after death and before the prompt asking if you want to use a wakestone actually seems like a bug or unintended action that stomps on what could otherwise be a deliberate game mechanic to allow a player to avoid being over-frustrated by loss. Very odd.