10 seconds is WAY too short to be any sort of detriment. You're up and at 'em, fully restored and ready to go in a matter of seconds. Think about that! That breeds zerg tactics. Not at all an intelligent form of combat and something that detracts from using any actual strategy in one's fighting. If there isn't a detriment, nothing will be challenging. Ever. Oh sure, you might have a few wipes, but what does it matter? Death doesn't hurt at all...
Ok, but seriously tell me that you've never lost a fight in a game, only lost 10 seconds, and were still really frustrated.
wtf is up with all the sadists these days? The idea of the penalty isn't to make you upset or angry. It's just to let you know that "you lost, try again noob." It doesn't need to be severe at all. I've been playing video games my entire life, and watching people play them just as long. These penalties do not make people have more fun.
As for zerg tactics, no, absolutely not, wrongo. In a game like FFXI, sure, but that's a terrible model to go off of. If you were in a group, you wouldn't be able to get up and do a zombie zerg after 10 seconds-- the 10 seconds only applies when the group wipes. The idea is and has always been that after you lose, you start over completely. Obviously that doesn't work if you let people start over without letting the enemy recover. You can still allow midbattle raises, but they obviously would have more balanced penalties (time, MP cost, weakness, etc.)
Let me spell it out for you. The penalty for death in FFXI accounts for many factors of time. Raise time, MP recovery, HP recovery, XP recovery, Gil recovery (lost food/buffs), etc. Typically a death itself penalizes you anywhere from 10-50 minutes, depending on the speed and quality of your raise and your ability to recoup your losses. That doesn't factor in the penalty of failure. If you failed, then you also lost that time. Even if you failed a 5 minute fight and get to try again right away, you were still penalized by a few minutes.
And that's generally enough. In fact, it's better to allow people to jump right back in with little reservation, because that's what gets people into a flow. You want people to feel free to challenge themselves, not be afraid that they'll be setback if they fail. It's pretty basic psychology.
If you're depending on a death penalty to make a more challenging game, you're doing it wrong. You make the battles harder, not the penalty for losing greater.
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...
Never confuse your inference as the listener for an implication of the speaker.
Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.