Why does everyone have to die? [SPOILERS]
Posted: 2005-10-27 06:33pm
Is it in the Game Developers Handbook:Player Psychology Appendix?
I am, of course, talking about how (primarily in FPSs, but also in crap adventure games) everyone but the player is DOOMED. Fucking DOOMED. They're going to die, and it's only a matter of time. You won't be able to save them, and they'll probably come back evil and you'll have to kill them.
Way back in the 90s I'm sure these engine-cutscenes were big and new, and watching Random Scientist get eaten by a monster was 'cool'. However, it's now a brainbug: looking at the two most recent FPSs, we have perfect examples.
In FEAR, your magic organisation is *4* people, *2* of which are combat section. The other guy - the only other front-line guy in the WHOLE UNIT - wanders off and disappears right at the start. All the SWATties that show up in the game are magically killed while you mysteriously survive. In cutscenes, damage is realistic (ie, a few shots to the chest and targets go down) whereas in the game this wouldn't even slow you down.
In Q4, at the start your squad is invincible. Try it: once I worked this out I didn't participate in firefights, because my guys would always win (except in melee, oddly). However, once the first section is complete, EVERYONE DIES. Except you, and you survive in a contrived and ridiculous manner. From this point on, everyone you ever meet will die once their 'role' in the story is over. Not in a gun battle, not fairly through being shot - off-camera, to simplify level design.
I have a suspicion this is due to either laziness (it's easy to design a level for one player) and a belief that players want to be the Lone Hero who saves the day.
Now, they're right. Everyone wants to save the day. But these days, other characters aren't killed or defeated: they're *written out*. Their sacrifice means nothing, because as soon as they started using the console, you KNEW they'd be dead before you got back, and you were always right. There is no tension, no teamwork, usually not even any surprise when it comes to NPC deaths. Does it have to be this way?
I am, of course, talking about how (primarily in FPSs, but also in crap adventure games) everyone but the player is DOOMED. Fucking DOOMED. They're going to die, and it's only a matter of time. You won't be able to save them, and they'll probably come back evil and you'll have to kill them.
Way back in the 90s I'm sure these engine-cutscenes were big and new, and watching Random Scientist get eaten by a monster was 'cool'. However, it's now a brainbug: looking at the two most recent FPSs, we have perfect examples.
In FEAR, your magic organisation is *4* people, *2* of which are combat section. The other guy - the only other front-line guy in the WHOLE UNIT - wanders off and disappears right at the start. All the SWATties that show up in the game are magically killed while you mysteriously survive. In cutscenes, damage is realistic (ie, a few shots to the chest and targets go down) whereas in the game this wouldn't even slow you down.
In Q4, at the start your squad is invincible. Try it: once I worked this out I didn't participate in firefights, because my guys would always win (except in melee, oddly). However, once the first section is complete, EVERYONE DIES. Except you, and you survive in a contrived and ridiculous manner. From this point on, everyone you ever meet will die once their 'role' in the story is over. Not in a gun battle, not fairly through being shot - off-camera, to simplify level design.
I have a suspicion this is due to either laziness (it's easy to design a level for one player) and a belief that players want to be the Lone Hero who saves the day.
Now, they're right. Everyone wants to save the day. But these days, other characters aren't killed or defeated: they're *written out*. Their sacrifice means nothing, because as soon as they started using the console, you KNEW they'd be dead before you got back, and you were always right. There is no tension, no teamwork, usually not even any surprise when it comes to NPC deaths. Does it have to be this way?