Page 1 of 2

[Rant] Death in games (again)

Posted: 2009-05-26 02:33am
by weemadando
I read this Digital Unrest post after being linked to it from Joystiq - same with the Alyssa Finley interview. It just goes back to my core hatred of timewasting bullshit.
Shameless self-promotion wrote:Surviving the Horror
I frequently complain that some developers seem to be stuck in a rut when it comes to game design relating to save and death mechanics. It seems that many choose to punish the player with the punitive measure of "time loss". This was supported by this Digital Unrest post and seems to be the underlying reason behind changes discussed in an interview with Alyssa Finley from the Bioshock 2 team. I believe that there are better methods out there for dealing with these mechanics - not just in theory, but ones that already exist in practice.

The core problem that I want to point out, is that such a punitive measure as "time loss" is pointless. Survival Horror games (the example cited by Digital Unrest) are tightly scripted and events happen in a very specific way in order to increase tension and ratchet up the "shock factor". The idea that the best way to implement the death mechanic in these games is to force the player to replay a segment is at it's core, stupid. The player once they have experience a segment for the first time, on being forced to immediately replay it following their death and a load, now knows exactly when and where the enemies will come from, knows when certain audio cues are going to kick in or when scripted events will occur and because of these things there is no tension anymore. That repeated section of the game becomes nothing more than an exercise in memory retention and the feelings and reactions engendered by the initial play-through are lost. Should the player be forced to go through this process repeatedly it also becomes a serious test of patience.

The point that Digital Unrest seem to be trying to make is that the player has no connection to or investment in the game other than their time, and thus to create any suspense or feeling of loss the threat and implementation of a punitive time penalty must exist. I find this idea repugnant in it's inherent laziness. If a developer is incapable of making you care about what happens in a game on a level greater than your time investment, then that game should be seen as the massive failure that it is. I've previously addressed why death in video games is an outdated concept and shown where some developers have moved beyond this is new and interesting ways. But I'm going to go in a slightly different direction in addressing the concept of a "penalty" for dying.

If death in a game is not going to be a permanent event, such as in the "hardcore" modes of Diablo or in all manner of Roguelikes - then it should not exist. This is not to say that your character should be invulnerable, merely that the implementation of the incapacitation and events leading to your characters untimely exit should be better controlled. Look at Monkey Island 2 back in the day, with the method of delivery of the story being used to explain why Guybrush never actually died. More recently we can look at Far Cry 2, which has in my opinion the best implemented death mechanic in gaming - where your "death" is part of the gameplay experience serves to increase NPC interaction and advance the certain sideplots. Most games (and by most I mean all but a tiny handful) assume that the character never dies during the course of the narrative. Thus, we have the "LOADING LAST SAVE" screens which you encounter to let you know: "Oops, you fucked up but it's OK, because none of that really happened. So we'll just all collectively ignore it, pretend it never happened and move on." If death was such an important event in these games, why isn't it acknowledged as such? I'd argue that death is not an important event in games as it's never addressed in anything more than a cursory "YOU DIED - GAME OVER" screen.

So if death doesn't serve a narrative or gameplay purpose, then I have to ask the obvious question - what makes death in games such a "good" idea in these people's minds? It seems to be that they feel that death is a necessary punishment, that a game where they aren't forced to waste their time in replaying segments is somehow less challenging. That the best thing to do is to take away the player's time. I feel very strongly that it's a stupid argument because, as previously stated, these games are so linear that the setback exists only as time loss and that there is no real threat to the player, nor any real engagement in the game by the player during the repeat of the segment up until the point where they were killed. From a narrative perspective it makes no sense as the story of the game continues to assume that the player never actually died. Look at movies - when was the last time that a movie had it's lead character die midway through an action sequence, then fade to black, fade back in - and we're back at the start of said action sequence and the character has to go through it all again.

This has all come to a head in the latest interview from the Bioshock 2 dev team. Alyssa Finley talks about the VitaChambers and addresses the perceived problem of them making the first game too easy. It may just be a matter of opinion, but the VitaChambers were well implemented in my opinion, they offered a way to allow gameplay to continue without resorting to a more traditional death mechanic. I ask then, just how will not having VitaChambers make this a better game? The fact that when someone is killed that they will have to go back to their last save doesn't make it better. It makes it an exercise is wasted time. Yes, you could "game" the VitaChambers if you wanted - but this is within the concept of the game. In fact, I'm fairly certain that such an obvious exploit didn't escape the attention of the original development team and perhaps allowing players to utilise such a mechanic to advance past a section where the otherwise might have failed was their intent. Finally, let's not forget either that both System Shock's also offered the "regen chamber" mechanic as part of their gameplay and neither of those ever suffered accusations of being "soft".

The idea that the only way to punish a player in a game is through the loss of time invested is outdated, stupid and counterproductive. Nothing will get people to stop playing faster than the feeling that they are wasting their time on a game. The key is for developers to find a way to integrate "death" into their games narrative and find new mechanics to nullify the thirty year old brain-bug of the "GAME OVER" screen, not to have to waste their time pandering to a vocal group of whiners who think that the industry should stay stuck in the same conceptual rut that it's been in for three decades.

It seems that this whole "issue" is just another in a long line of beat-ups and whining by people who feel that they are too hardcore for all these traitorous "casual" games of today. You're welcome to play a game of Diablo 2 on the Hardcore setting at Nightmare difficulty or bang your head against Armed Assault, where if you are really lucky you can die in a cutscene where you don't even have control of your character. These are just two of a multitude of "hardcore" options you can play if you really want to show off your e-peen, but the rest of us are happy to play games for enjoyment.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 02:44am
by Terralthra
This is the kind of article that makes me wish I didn't have an NDA.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 02:46am
by weemadando
Terralthra wrote:This is the kind of article that makes me wish I didn't have an NDA.
At least tell us who you work for... :lol:

Re: [Rant] Death in games (again)

Posted: 2009-05-26 02:49am
by Bounty
Let's see if I understand what they're saying: the concept of failing at a given task and being given a retry is bad, because their time is oh so precious and they shouldn't be burdened with any form of challenge in a game (and that's what their complaint comes to; replaying a section where you died is putting extra time between you and finishing the game, but so are, you know, puzzles and gameplay).

But! If that very same concept is wrapped in a thin layer of narrative ("load screen" = "prince narrating how that's not what really happened"), it's alright, because of... quantum... something?

It's extremely difficult to imbue a game with a sense of danger because in the end, the core concept of a video game is that it allows you to simulate an action without the drawbacks and dangers of real life. The only real-world investment a player has in a game is his time and effort and that's the only thing you can reasonably "take away" from him as punishment for failure. What's the alternative? Risk-free, can't-die semi-interactive movies where it doesn't matter what you do, the game will progress anyway?

Re: [Rant] Death in games (again)

Posted: 2009-05-26 03:30am
by Stark
When did it go from 'arbitrary or deliberately timewasting insta death is bad' to 'wah wah wah can't I just get to the end already'? There's a giant leap there that fatty whiners might not spot.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 03:41am
by Starglider
Bounty wrote:It's extremely difficult to imbue a game with a sense of danger because in the end, the core concept of a video game is that it allows you to simulate an action without the drawbacks and dangers of real life.
The primary purpose of a game is to be fun. Danger is only required to the extent that it enhances the fun. IMHO losing five minutes of progress is quite sufficient. Scariness does not require player death; ask yourself if horror movies would be more scary if the DVD could RANDOMLY SKIP BACK 10 MINUTES AT ANY MOMENT!

AFAIK Bioshock 2 isn't decreasing the frequency of the vita-chambers, it's just making them take a significant amount of in-game time, such that enemies you were half way through beating to death with the wrench might not be there any more when you get back. IMHO this is a sensible change.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 03:58am
by Bounty
The primary purpose of a game is to be fun.
Games are fun because they provide a controlled environment carrying an accessible challenge with clear goals, which in turn allows the player to feel a sense of satisfaction at completing said goals. If there is no challenge in completing those goals, there is no fun. In some games, that challenges comes from solving puzzles or finding creative ways to interact with the environment, and they don't need a death system to function. But games that try to simulate situations in which death is a risk within the fictional setting - like, say, your fearless Jedi warrior landing balls-first on a circular saw - just don't work without a form of simulated death and its associated penalty.

Now the form of that penalty could use a lot of work in many games. But long sections with multiple challenges that don't have checkpoints and unfair deaths are a problem of execution, not concept.

EDIT: also, simple truth: if a section of your game is not good enough to play through twice, it's not good enough.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 04:09am
by Starglider
Bounty wrote:But games that try to simulate situations in which death is a risk within the fictional setting - like, say, your fearless Jedi warrior landing balls-first on a circular saw - just don't work without a form of simulated death and its associated penalty.
Yes, but frankly I don't care if the game just rewinds time by 30 seconds. Actually I prefer that, because while I might like to complete Dead Space on Impossible mode using only the starting gun and not saving within chapters, my wife can't get past the second dungeon of Twilight Princess because jumping over the lava is too hard. Essentially all games should have a mode where death is a wrist-slap for beginners, a couple of intermediate modes for first playthroughs, then various crazy-hard challenge modes for obsessives. And if you find the game too easy because you're an experienced gamer playing on 'beginner', that's your own fault.
EDIT: also, simple truth: if a section of your game is not good enough to play through twice, it's not good enough.
True. Again, I blame the scripting disease, letting writers take control instead of programmers, and the paralyzing fear of 'unpredictable experiences' and development risk in the industry.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 04:12am
by Bounty
Yes, but frankly I don't care if the game just rewinds time by 30 seconds.
Again, that's execution. I think Lego Star Wars has just about the wimpiest death penalty in gaming (you respawn in the same room), but even that game deducts collected bricks to make dying something you want to avoid.
Essentially all games should have a mode where death is a wrist-slap for beginners, a couple of intermediate modes for first playthroughs, then various crazy-hard challenge modes for obsessives.
Agreed.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 04:19am
by Oskuro
I love these articles, they present a (somewhat) valid claim, but fail to provide alternatives. It's easy to criticize, it's not that easy to come up with solutions.

Still, the death mechanic is indeed abused, still a leftover from the Arcade era where player death meant shiny new coins. I've personally been surprised by games that deal with player defeat it novel ways (it was a Wario game on the Gameboy, of all things, what first introduced me to a game where the player cannot die), but I have to acknowledge it isn't easy, specially with action oriented genres.

Lazyness is inexcusable, but game designers are not miracle workers, and sometimes the player has to die.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 04:23am
by Bounty
There have been action games that did death in novel ways but the problem is that you can't come up with a one-size-fits-all solution that works for every genre and storyline.

But even when you have a clever storyline cop-out for death - what do you gain? For example, Shadowman was about a character who can travel between the real world and the afterlife, so if you died you simply ended up in the afterlife from where you could travel back to the level you were playing. It's a nice narrative trick, sure, but in the end it's just the classic death-and-reload system tarted up with voodoo mumbo-jumbo. Different look, same function.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 04:28am
by Starglider
Bounty wrote:But even when you have a clever storyline cop-out for death - what do you gain?
Immersiveness. Reloading snaps you out of the game world for a few seconds. Most games don't really need it, but for games that rely heavily on atmosphere integrating the reload mechanic into the gameworld is a significant plus.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 05:07am
by weemadando
LordOskuro wrote:I love these articles, they present a (somewhat) valid claim, but fail to provide alternatives. It's easy to criticize, it's not that easy to come up with solutions.

Still, the death mechanic is indeed abused, still a leftover from the Arcade era where player death meant shiny new coins. I've personally been surprised by games that deal with player defeat it novel ways (it was a Wario game on the Gameboy, of all things, what first introduced me to a game where the player cannot die), but I have to acknowledge it isn't easy, specially with action oriented genres.

Lazyness is inexcusable, but game designers are not miracle workers, and sometimes the player has to die.
Certainly in some games I can agree that the player should "die", but like I said - in some cases this just breaks the flow of the game. I'd in fact love it, if in Modern Warfare 2 should you "get killed" on a mission, then one of your buddies will run over and drag you back into cover a la Far Cry 2 or just give you the ole "GizzaWah treatment" - the whole: "get the fuck up! It's not that bad!" thing. In Modern Warfare 1 we had moments in the game where you were experiencing death as the character, but these are cheapened by the fact that you died about twenty fucking times already in that level and just restarted it.

And in some games, I don't have a problem with death - platformers especially, but at least don't completely fucking brutalise me for fucking up. That's why I loved Mirror's Edge and the latest Prince of Persia, I'd lose at most about 30 seconds of running and jumping (which considering the pace of those games was often quite enough).

I'm not so bug-fuck crazy as to advocate that we go to an entirely "hand-holding, no one dies, peace and love forever man" situation, but I feel that games which have real potential to advance their respective genres and gaming conventions as a whole get bogged down in these old ideas because people seem to think that there's no other way to go about it.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 09:08am
by 18-Till-I-Die
Is this like a real article or is this like some parody, like the Onion?

Because the guy is complaining about a central concept in ALL GAMES, video games or not: if you fuck up, you face penalties.

Miss the free throw, you don't get points.

Get knocked out, you lose the boxing match.

Licker puts his tongue through your chest, you start the level over.

What in God's name else do you expect to happen? If the game is meant to even attempt and simulate reality, obviously falling off a cliff or being shot will kill you.

I'm sorry, maybe it's my jaded little gamer heart, frozen forever in the 1990s, but i simply can't see why this is a problem. Color me utterly unsympathetic.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 10:19am
by Steel
18-Till-I-Die wrote:Is this like a real article or is this like some parody, like the Onion?

Because the guy ...
Are several of the posters in this thread responding to an article titled "Shameless self-promotion" as if the author of the article is some "guy" somewhere? Its Weemadando's for gods sake. Get some reading comprehension.

I'm not a fan of dying and losing progress, but I view it as a necessary part of the game. What breaks the immersion more: having no consequence to obvious failiure or going back in time? You take the analogy of a film cutting back in time, but that only works if you consider the playthrough of the game from your perspective as the "final cut", when clearly it isnt. Each time you die and reload thats the equivalent of the 20 times the director redid the scene before selecting just one version for the final edit. If we just took the "final cut" of the game there is no break to the immersion as the were none of the botched takes. Thats how I view it.

Its simply not possible to avoid a "dead" end (ho ho ho puns...) in a huge number of games, especially ones like modern warfare, because no matter how you set the game up there will still be times when your guy gets hit by a massive bomb and there wont be enough for teammates to drag back to cover.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 10:33am
by Starglider
Steel wrote:Its simply not possible to avoid a "dead" end (ho ho ho puns...) in a huge number of games, especially ones like modern warfare, because no matter how you set the game up there will still be times when your guy gets hit by a massive bomb and there wont be enough for teammates to drag back to cover.
It surely isn't necessary to completely avoid it even if you're someone who gets bored with repetition very easily. The relevant question is how often should a player die and how many times (on average) should they have to repeat sections. Personally I find games fun when I die about every 20 minutes (e.g. Half Life 2), or have to repeat every third mission or so a couple of times (in GTA4 say). Developers should use appropriate means to optimise these metrics, given that player skill varies a lot. Allowing the player to chose a difficulty level is a basic mechanic, but adaptive difficulty can further improve on that. Of course thorough testing is vital; unfortunately release schedules often result in less playability testing than the game really needed.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 11:05am
by Darth Wong
LordOskuro wrote:I love these articles, they present a (somewhat) valid claim, but fail to provide alternatives. It's easy to criticize, it's not that easy to come up with solutions.
Actually, Ando mentions other ways to do things, like finding ways to incorporate the death of a character into the storyline. He goes on to say that he is just complaining about the ubiquity of the standard death mechanic.

In other words, he's saying that he's sick of 99% of games doing it this way, not that it should be eliminated completely. For certain genres, it makes perfect sense. In Halo, for example, it wouldn't work any other way because your character is supposed to be unique.

In Titan Quest, your character is essentially magical; when you die, you come back at a "rebirth fountain", but the timeline of the game hasn't been reset; if you killed an enemy just before dying, he will still be dead.
Still, the death mechanic is indeed abused, still a leftover from the Arcade era where player death meant shiny new coins. I've personally been surprised by games that deal with player defeat it novel ways (it was a Wario game on the Gameboy, of all things, what first introduced me to a game where the player cannot die), but I have to acknowledge it isn't easy, specially with action oriented genres.

Lazyness is inexcusable, but game designers are not miracle workers, and sometimes the player has to die.
It would be interesting to see more variety in the way player death is handled. For example, if you're a Sith Lord and you die, why not get reborn into a new clone body in the same timeline, but at greatly reduced power level? If you lose a mission in a RTS game, why not have branching campaigns instead of simply forcing you to retry that mission?

Re: [Rant] Death in games (again)

Posted: 2009-05-26 11:16am
by Pablo Sanchez
18-Till-I-Die wrote:Is this like a real article or is this like some parody, like the Onion? Because the guy is complaining about a central concept in ALL GAMES, video games or not: if you fuck up, you face penalties. Miss the free throw, you don't get points. Get knocked out, you lose the boxing match. Licker puts his tongue through your chest, you start the level over.
Do you not see the difference between the examples you're citing? If you miss a free-throw, they don't start the quarter over again, resetting the clock and the scores, and make you play it over again until you get it right. In a sporting event the game moves fluidly from your mistake to the next play; miss a free-throw, the other team gets the rebound and you run over to defense. It simply doesn't work as an analogy to video games, except to the extent that if you miss a shot in an FPS you'll have another opportunity later, or similar in other games. If you wanted your example to work, then we'd be comparing apples to apples, comparing failure states in a video game to a real-life "failure state," meaning altogether losing the game. Video games would then punish failure states NES-style, by making you hit the reset button and start over from the beginning. After all, in a real-life game, when you lose your only recourse is to try and win the next game! This clumsy comparison makes my analysis ipso facto correct!

Right now video games simulate failure states basically in one of two ways; either they give you a no-fault reload at the beginning of the sequence you failed, which makes death almost irrelevant, or they kick you back to the beginning of the level. In the second option, the game itself is effectively being used to punish you, which undermines the very idea of playing it for fun. In certain kinds of games, like if you fail a mission in Freespace 2, this actually works because the mission will play a bit differently each time you go through due to the choices you make, but many games these days play like rail shooters, so that if you die in them your punishment is basically "play the last 20 minutes exactly the same as you did before, only this time shoot straighter when you get to the 'licker'". In other words, forced reloads would be more justifiable if the game experience was more variable, as it is, in most games they are simply obnoxious.
What in God's name else do you expect to happen? If the game is meant to even attempt and simulate reality, obviously falling off a cliff or being shot will kill you.
Here you suddenly change gears, stop talking about gameplay mechanics, and begin talking about verisimilitude. Which is it?

Re: [Rant] Death in games (again)

Posted: 2009-05-26 11:25am
by Nephtys
I'm assuming this is like a platformer or FPS or something sort of game, not a strategy game or something, where this argument would make even less sense. Aside from something like a campaign game or flight sim sort of game, where a botched mission means that destroyer you failed to kill is going to haunt you next time (Wing Commander 1 and 2 could be played even if you 'lost' every single mission in fact as long as you ejected before you ship explodes), this just feels somewhat impractical.

There needs to be a penalty to dying, else why even bother? Why not just turn on god mode and casually stroll through whatever challenges you're against? I remember that FPS, Prey. You couldn't die in it. The instant you were killed, you had to sit in time-out for about twenty seconds, playing shooting gallery vs a few targets that went left to right, and even if you blew off that minigame, you'd then suddenly reappear where you died! At the same spot. So basically, it became 'I'm not even going to bother taking cover, I'll just run out, and shoot/explode/slap that one enemy schmuck, die and do the same thing over, because I don't give a damn.

Real good game design there, really.

If someone wants in a particular game to have an interesting mechanic, fine. But I'll be sick as hell if 'alternate death mechanics' become a new fad, like quicktime events or 'choose your path' games that only have 'saintly goodie-goodie' and 'ultrahitler' options.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 11:31am
by Darth Wong
Nephtys wrote:If someone wants in a particular game to have an interesting mechanic, fine. But I'll be sick as hell if 'alternate death mechanics' become a new fad, like quicktime events or 'choose your path' games that only have 'saintly goodie-goodie' and 'ultrahitler' options.
You would rapidly get sick of variety, but you don't get sick of monotony? Doesn't that strike you as odd?

Re: [Rant] Death in games (again)

Posted: 2009-05-26 11:38am
by Nephtys
Darth Wong wrote:
Nephtys wrote:If someone wants in a particular game to have an interesting mechanic, fine. But I'll be sick as hell if 'alternate death mechanics' become a new fad, like quicktime events or 'choose your path' games that only have 'saintly goodie-goodie' and 'ultrahitler' options.
You would rapidly get sick of variety, but you don't get sick of monotony? Doesn't that strike you as odd?
I'm sick of variety that becomes monotony. I mentioned it as 'becoming a new fad'. If a few games had some creative design that incorporated it without being gimmicky, then sure. That's all well and good. I just don't want to see it becoming standard like those things I mentioned.

IE, cinematic quick button-press sequences were sorta interesting when they game out, but now it's just (groan). Same with those 'pick your morality' games, where back in the day they were interestingly done for a few games, but whenever I hear of an upcoming game that lets you fight to either save the world or hurt babies these days, I tune it out.

I suppose it's just a symptom of my feelings about modern games. The only ones that are 'decent' are refinements on stuff that's been made years ago, only we see less and less actual innovation in mechanics, in favor of gimmicks that sound good when pitched to marketing and thrown on an advertisement but minimally affect gameplay in a positive way.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 11:55am
by CmdrWilkens
Any video game by the very concept of "game" has to set up positive and negative results. We know there are actiosn to take (and rewards to be gained from them) and actions not to take or whcih shoudl be avoided (negative results). Absolutely within the genres where you are playing the part of someone expsoed to life/death decision making "death" should be a potential negative result.

I agree that the basic ubiquity or the "rewind" button as it were can be rather staid but as with all else in a game it comes down to execution. We don't knock RTS games just because they use the same core concept as has been around since the days of Dune and likely before then but mostly we look to execution if it copies or we look at novelty if it doesn't. I think "death" in games shoudl be evaluated on the same metric: if the mechanic continues immersion and allows for better player involvement and enjoyment then its well handled. This means tailoring the mechanic quite a bit the LEGO series "deaths" are perfect for the target audience: Novices and kids. You don't lose your progress though you do lose some of your score and you have, essentially, a limitless supply of lives...but to make progress past a point you will eventually need to stop dying so there is still a challenge level because death will never stop if you don't get past whatever is killing you. Another game with essentially endless lives is the GTA series, you can keep dying over and over and over again yet the game will never "end" you simply lose your money and weapons then re-appear at a hospital or police station... the consequences are greater due to the target audience and, more importantly in my mind, they use the visual clues of the police station and hospital to tie into what happened after your "death." Beyond that the phsyical relocation also continues the narrative: you were out and abotu, got shot, woke up in the hospital and have to go out and get started again. Good game design makes the missions and interactions fluid enough that you either WANT to go retry the mission immediately or have the option to do something else. GTA by having the multi-mission option, by having the repeatable tasks and by having the interactive environment means that you don't have to replay what just killed you right away unless you want to.

Without droning on more about why I like the death mechancis in those games my point is that designers shoudl remember to tailor their negative results in such a way as that it encourages target players to keep going. This means you need to either understand the target group really well in terms of mission design, challenge level, etc, OR you need to provide multiple levels of challenge and allow the user to self select.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 12:00pm
by Vendetta
Nephtys wrote: There needs to be a penalty to dying, else why even bother?
True, but I think videogames can aspire to a better penalty/reward structure than snakes and ladders, don't you? The ability to load a save or restore a checkpoint at will already reduces the penalty to dying to a few minutes of repetition.

Unless the core mechanic of the game is supposed to be challenging a particular skill in high stakes pass/fail fashion, then the whole concept of death and restart is not really helpful or interesting, and there are better ways it can be handled.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 12:14pm
by Bounty
The ability to load a save or restore a checkpoint at will already reduces the penalty to dying to a few minutes of repetition.
Once again: it seems people in this thread are approaching games as a chore you need to do to get to a reward, and only the reward matters. This is the antithesis of what gaming should be about; if you just want to get to the end of the story, read a book, if you just want a shiny new upgrade, use a cheat code. If a few minutes of extra gameplay is "repetition" you're obviously not enjoying the game you are playing, and isn't that the point of using videogames as entertainment?

Ideally, dying and respawning should make eager to retry the section where you failed with a new strategy or just plain better gaming. If you don't have that feeling, there is something fundamentally flawed with the game.

Re: [Rant] Death in games (again)

Posted: 2009-05-26 12:32pm
by Samuel
Bounty wrote:
The ability to load a save or restore a checkpoint at will already reduces the penalty to dying to a few minutes of repetition.
Once again: it seems people in this thread are approaching games as a chore you need to do to get to a reward, and only the reward matters. This is the antithesis of what gaming should be about; if you just want to get to the end of the story, read a book,
Actually, I just use you tube.