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So dying.
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ö



Joined: 12 Dec 2006
Location: San Francisco

PostPosted: Wed May 23, 2007 11:22 pm    Post subject: So dying.    Reply with quote

After playing Dead Rising a while -- in which, if you're not in the loop, dying is as important as in an old arcade game -- it occurs to me that the whole mechanism of death in a videogame is... kind of poorly understood, and less well used, particularly in the thread of evolution that games have gone down since memory cards came to town. And it further occurs to me that this ties in with a lot of common frustrations I keep hearing amongst players and designers alike.

Consider our old chums Igarashi and Kojima, who often whine about having to make their games easy enough that anyone can play through them without much difficulty. For MGS3, Kojima almost implemented the system that Dead Rising half-implements: you can save and quit, but you can't continue. He chickened out at the last minute, which is just as well; in this case, the system would have been obnoxious and wouldn't have fit the game's purpose. In a game like Metal Gear, the goal is to get to the end and see the whole story.

That just brings to light how contrary the concept of death -- of failure -- is, then, to that mission. This goes for any game where death would mean leaving the experience incomplete. Because what happens then? You load, and you're forced to replay a hunk that you were only really meant to play once. If you can save at any time, or the game auto-saves, all the bigger a "huh?". What on Earth is the point of letting the player die if there's no purpose to it? If all it does is get in the way everything everyone's trying to do?

Death is a pretty important, pretty big concept. Unless you've got something quirky and supernatural going on, death is finality. If a universe incorporates the ability to die, then that death should have at least some significance to a person's actions, goals, ambitions. In real life we're more or less defined by death: we've got this long on Earth, so what are we going to do with it?

So what's the point of death in Half-Life? The only function it seems to serve is as a force for the player to struggle against, to give a certain thrill at defying it. The threat of death puts a certain danger and tension into the experience. Then, the ability to save anywhere basically undercuts any threat to that death. You never have to worry about losing anything. So is this really the best mechanism to instill that sense of foreboding?

Thoguh I hadn't really made the connection until a paragraph or two ago, Jon Blow's game Braid was designed more or less to address this issue. Much of the time, games are simply fun because they're hard; because they require a certain degree of skill. The downside is that when you miss a jump or die, the game ceases being fun and instead becomes annoying. When you take away that basic physical challenge aspect... well, what's left?

Of course, I'm more fond of action games than pretty much any other flavor. I like the direct control; I like the feeling of satisfaction that comes from pulling off a tricky maneuver. In the context of an arcade game, death is perfectly natural. Games like this are generally a battle of attrition. Although in most cases (after the early '80s) you can in fact beat them, that's not your real goal. The point of playing is to survive as long as you can, and see and do all you can before you die. Then when your quarter's up, the quest is over. It's a clean, fair, comprehensible system. Death is in fact an acceptable end -- and a more likely end than not.

Once you start riding on Miyamoto's coat tails, though, and shift the focus from the player to the game -- when the game becomes more about seeing everything the game has to show you than about making your own experience -- then... well, maybe that mission just isn't compatible with classical design sensibilities.

RPGs often sort of get away with the idea by framing death as a strategic blunder from which the player must somehow recover. Depending on the design, that could work well. I guess that opens up a parallel question, which is: if a linear, story-based game does in fact allow the player to "die", then how might that failure be worked into the experience such that it's an acceptable event? Such that the player is not immediately inclined or expected to load and try again? How do you make the player accept responsibility?

Some games throw you into a dungeon or a pit when you fail, the expectation being that you should fight your way out. This is clearly a punishment, though, and therefore not desirable; the player will still load, if given the option.

Cutting that thread short and tying it off: game length. Since memory cards have come along, games have gotten longer and longer. People often judge a game's worth on its number of play hours. Other people express distress, as there just isn't enough time to play these games. They suck up so much of a person's life (both time and energy), and they're so often not as good as they might be, that this is probably one of the big factors leading to what Eiji Aonuma called "gamer drift". Old gamers are getting bored and starting to ignore videogames; new people are hard to attract. It's one more huge investment to make, once you get past the controls, the language, the price, and everything else.

This wasn't really a big problem before the PlayStation era. Even longer games, with battery backup or whatever, were meant to play until you died. Hell, it's the only way to save Zelda, and the only way to get passwords in a bunch of other games. Going by the classic framework, death was still an end -- just one you could recover from, next time you sat down. Every cycle you'd get a little stronger, a little more enlightened, until you were ready to transcend to the finale.

These days it's standard practice for a game to hang over the player the meaningless threat of a "GAME OVER" screen for forty hours or more. Just, what? How does any of this add up?

Though obviously there's not going to be any one true solution -- every idea demands its own design -- I'm kind of impressed with what Dead Rising has to say about the issue: make your game short enough to play through in one sitting. Make the goal merely to survive; anything else is bonus. Discourage or disallow people from continuing after they've died. Maybe, maybe, if the situation calls for it, sweeten death by building in a reward for the next cycle, Zelda style.

So. I don't know. What are some alternatives to death, that might actually be appropriate in some longer, more story intensive games? If a game idea absolutely demands that the player must be able to die, how can that be incorporated so that it's acceptable and that it means something within the framework of what the game is trying to get across to the player?

And are there any good examples of exceptions?


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Cycle
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PostPosted: Wed May 23, 2007 11:47 pm        Reply with quote

Didn't we have a thread about this recently? I can't remember what it was called, though.
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PostPosted: Wed May 23, 2007 11:48 pm        Reply with quote

Maybe! I bet it wasn't framed exactly the same way, though.
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rf



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PostPosted: Thu May 24, 2007 12:11 am        Reply with quote

This is relevant to me (almost said "to my interests") because one of the things keeping me away from playing games that are pure action-platformer stuff is the tedium of doing sections over again. I keep telling myself that Shadow of the Killer Solid is gonna be a totally deep interactive experience, man, and that's all well and good until I have to re-do something for the first time. I don't know whether it's different in principle in action-y games, or whether it's just much more tolerable.

Anyway, it'd be interesting if your death affected the game scenario somehow, to decrease the repetitive nature of replaying segments, or just to make the experience of dying more interesting. It shouldn't really be something bad, because that would just frustrate the player (sort of the No Child Left Behind philosophy of "succeed now or we'll make it harder"), and it probably shouldn't be good, because that would lead to strange metagaming. More like some fairly neutral but entertaining/thought-provoking effect on the game world. I'm imagining an atmospheric horror game where dying in an area causes something subtle and eerie to progressively happen to it.

You could also have a modern, long game that has no death at all, just some kind of scoring system or something. In other words, the player is never forced to re-do anything, but performing badly has an impact on things they care about--maybe an influence on the game world, too. This has the potential to be really boring, though, and also to encourage compulsive reloading from saved games to maximize one's performance (essentially, self-inflicted dying). You could avert this by moving away from a simple score-type system to a more nonlinear and complicated set of effects on the world, but this could degenerate into a (potentially interesting) kind of interactive fiction where you never feel you have any incentives because even the "bad" results for your character are worthwhile paths to follow.
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ö



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PostPosted: Thu May 24, 2007 12:12 am        Reply with quote

Quote:
Also, here is another thread that was sailing in this direction.

Yeah, there's some good stuff in there. Conversation got locked into some of the obvious hang-ups of the topic, though.

Ignoring the metaphysical angle, and taking death -- as you say -- as basically shorthand for failure in most cases, then... well, when is that kind of blunt failure and associated punishment (in having to regain all your lost ground and what-have-you) actually appropriate to the premise? If failing interferes with the game's ability to deliver the message that it is meant to -- as is the case in so many long, linear games -- then perhaps some other set of conditions would be more appropriate?

I mean that latter point is something that a lot of developers are paranoid about -- which is why games have gotten so easy, which is why developers have to scatter collectible trinkets all over to give the player something else to amuse himself. (There's also the fact that most games are so long that people play them once then never touch them again, so better pack as much in as you can the first time around.)

What are some examples of "strategic deaths"?


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Mr. Toups
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PostPosted: Thu May 24, 2007 12:13 am        Reply with quote

This thread makes me think of Deus Ex, and, well, Dead Rising. I imagine Deus Ex would work rather well if you couldn't quick save at all, because every stage of the game is littered with different routes, strategies, and choices. The reason why death as a penalty doesn't work well in the Miyamoto mold is because the gameplay is so static and linear that replaying the same stages becomes repetitive. But if you have a multitude of ways to approach the same stage, like in Deus Ex, it can continue to be entertaining.

Another solution, which is one that Metal Gear exploits rather well, is by taking a step back and understanding that death is just a type of failure. So, Metal Gear Solid encourages you to play without any failure -- meaning, don't alert any guards -- and if you do fail, it's not game over. Instead things just get more complicated and it takes more skill to return things to a state of equilibrium. Screw up enough times, of course, and it's still game over.
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dmauro



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PostPosted: Thu May 24, 2007 12:33 am        Reply with quote

You should link to your dead rising article for relevance and because it's a good read.

Dead Rising's death system is a lot like what you get with shmups. You can continue after game over, but you're probably not going to want to. It makes the concession of giving you all the experience and skills you'd earned up to that point when you start over, which was definitely a good idea since the amount of time invested is much more than most shmups and so it changes your sense of accomplishment quite a bit.

I don't really think of death as a problem so much. Usually death only highlights other problems (namely that a game is boring). Dead Rising took the bold step of making death meaningful, but at the cost of really driving home how annoying it is to fight that woman on the motorcycle over and over again.
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ö



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PostPosted: Thu May 24, 2007 12:34 am        Reply with quote

I guess this overall question can also be related to the more or less blunt mechanism of most games. You hit buttons to digitally trigger actions. Primary action: attack. Attack bad things. Bad things die. Oh no! Bad thing killed you! Now you're dead! Now do it all over, until you reach the next cutscene. There's a bit of nuance lacking here, that I'm not sure the medium is absolutely ready to address yet -- just on a mechanical level.

rf wrote:
Anyway, it'd be interesting if your death affected the game scenario somehow

This was running through my head, yeah. Maybe there are flags, like if you "die" (read: fail) in this area, switch to scenario B. Branch off enough times and in awkward enough spots and, though you see the scenario through to some form of completion, you end up nowhere near the target. Done seamlessly enough, it might not even be obvious what's going on until you've played a few times or until you talk to someone else and realize he had a completely different experience from yours.

This would build rather more well on the whole idea of consequence to the player's action (or inaction). You still have to struggle madly to succeed, though if you don't you have to live with the result -- which has the potential to be a lot more thematically interesting than a simple "failure is not an option -- even though it's possible" framework.

dmauro wrote:
You should look to your dead rising article for relevance and because it's a good read.

Yeah, I wasn't going to bring it up.
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special blend



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PostPosted: Thu May 24, 2007 12:36 am        Reply with quote

Did anyone mention Planescape: Torment yet?
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PostPosted: Thu May 24, 2007 12:38 am        Reply with quote

Oh, right. Rudie sent me that, finally. I... wonder what I did with it?
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Intentionally Wrong



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PostPosted: Thu May 24, 2007 12:39 am        Reply with quote

Planescape: Torment structures the entire game around the main character's death; it isn't permanent. No matter how many times the protagonist dies, he'll get right back up again, no worse the wear except for the possibility of memory loss (which never happens in the game itself; the last time it happens to the character is just prior to the beginning of the game, unless you decide to quit playing before the end). If you fall in combat, you wake up a short ways back, in a relatively safe spot; sometimes this means you have to do a little backtracking through areas you've already cleared, and sometimes it means you're pushed ahead or to one side. Sometimes death is the only way forward--there are a couple deathtraps that the protagonist set up much earlier in his life, knowing that he'd be the only one capable of moving past them. Likewise, you can sometimes kill yourself for dramatic effect in the middle of a philosophical debate. It's an interesting approach, but not one that can really be repeated.

EDIT: special blend beat me to it.
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PostPosted: Thu May 24, 2007 12:45 am        Reply with quote

I understand that Lost Odyssey uses a similar setup where the main dude can't die, but all of your party members perma-die, altering the story.
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PostPosted: Thu May 24, 2007 1:08 am        Reply with quote

Eric-Jon Rössel Waugh wrote:
RPGs often sort of get away with the idea by framing death as a strategic blunder from which the player must somehow recover. Depending on the design, that could work well. I guess that opens up a parallel question, which is: if a linear, story-based game does in fact allow the player to "die", then how might that failure be worked into the experience such that it's an acceptable event? Such that the player is not immediately inclined or expected to load and try again? How do you make the player accept responsibility??


I want to contribute with the first example that came to mind: Planescape Torment for the PC. In Planescape you play an immortal hero, that wakes up in a creamtorium, without any memories. So your quest is to discover your identity and the way you ended up there.

The best part is that you can't die. When your HP reach 0 you just wake up back where you started the game. The story explains this in a simple manner: scavangers pick up your body and sell it to the people that run the crematorium, a bunch of death-obsessed loonies. So every person that dies in the city ends up there, eventually.
The game also warns you that upon death you loose some of your memories. That doesn't really happen (obviously you, the gamer, can't forget what you've done since you started playing, so neither can the playable character). You don't loose any experience points either, since this would have been the most obvious answer.

So, in Planescape, death is painless and costless. You'd think the people that wrote the story, or the level designers, would find an imaginative way of using this, when, instead, they just kick themselves in the balls.

The only time they actually use this "feature" is a side-quest (as in optional), where you end up alone in a dungeon (I actually entered the dungeon before I got the sidequest). The dungeon is made out of four rooms and a main chamber. You have to activate some switches in each room, but when you enter a room you can't leave it because you get teleported back. The answer is you use some of the traps in each room to kill yourself, and get respawned back at the start of the dungeon, so you can enter another room. God...

Eric-Jon Rössel Waugh wrote:

Some games throw you into a dungeon or a pit when you fail, the expectation being that you should fight your way out. This is clearly a punishment, though, and therefore not desirable; the player will still load, if given the option.


Exactly... although death is costless in Planescape, I always preferred to load the game, instead of traveling back to where I died. It saved time I guess.
Had the designers introduced an element that made death and backtracking worthwile... I'm not talking about death penalties, as that would just encourage people to reaload.
For instance if dying in certain locations revealed additional story elements, and if things were to happend during the journey back to the spot where you died.
Maybe if death gave you special bonuses against the type of enemy that killed you, so you can go back and get sweet revenge... I dunno, just thinking out loud.


As for death in the FPS genre, the situation gets a little more complex, I guess. Quick-saving just kills off the fun, and the entire thing just becomes some sort of arduos manual labor. Checkpoints force you to replay certain zones, and that's just as bad.

One of the FPS games that dodged this problem was Star Wars: Republic Commando, where you had three clone troopers tagging along. If your health dropped down to zero you'd just fall down, and your men would keep firing, and eventually revive you. You could also revive them. So unless your entire squad got wiped out, there would be no need for quick-saves or checkpoints. Still the game encorporated these save options, so it just went half-way, like Hideo Kojima with MGS3.


Eric-Jon Rössel Waugh wrote:
The threat of death puts a certain danger and tension into the experience. Then, the ability to save anywhere basically undercuts any threat to that death. You never have to worry about losing anything. So is this really the best mechanism to instill that sense of foreboding?

This is a bad example of death applied in videogames.

What if in Half-Life 2 your HP just went back to 100 when they got down to zero, without your character dying? It would save you the bother of reloading, but it would also make hit points useless.
So no, this isn't the best mechanism. I don't really believe the is a good efficient mechanism here. Some MMOFPS games make you wait untill the end of the round in order to respawn; that works, sort of. But the single player FPS experience may be irreparably flawed in this aspect.

Oh, just thought of another example as I was typing this: Legacy of Kain: Soul Reaver (and maybe the other LOK games; haven't played them). It was an action-adventure, where you played a vampire. When you died your soul was sucked into another plane, which was almost similar to your current game enviroment, though some elements of differed (some doors were open, some walls were missing; the transmutation between the two planes would take place exactly on the spot where you died). While in this plane you could walk through some metal grates that would be inapassable in the normal plane. So dying was essential to figuring out some puzzles and progressing.
If you wanted to get back into the real plane you just had to kill some wandering spirits and absorb their energy. Those spirits could also kill you, and if you died in this "spiritual plane" you got respawend back at a checkpoint.
Soul Reaver is a great example of using death as a way of solving puzzles. You also got a sword that fed on souls, but that's another story.

However, Soul Reaver wasn't challenging. It was just frustrating, and the frustration stemmed from the puzzles rather than the combat. I rarely died in combat, and when I died it was easy to recharge my energy in the other plane and come back. The puzzles where just... puzzling (in design and execution). The game's designers had found a way of circumventing death, of using it as a tool for progression instead of regression. The bad part was that they took a lot of the challenge out of the game. It's one thing when you die from lack of skill, and another when you give up due to level design frustration.


On a (pseudo)philosophical level, I guess death is something we all try to avoid. And while it's ultimately unavoidable in real life, we can always dodge it in games. Games have rules, and in videogames death is a rule. It usually means you have to reload. Rules aren't meant to stop you from playing the game. Rules and boundaries make the games playable.

Death in videogames tells us we're doing something wrong, we're not playing the game as we should. It's sort of an ultimate boundry, a measure of how well you are adapting to the game's other rules.

Eric-Jon Rössel Waugh wrote:

These days it's standard practice for a game to hang over the player the meaningless threat of a "GAME OVER" screen for forty hours or more. Just, what? How does any of this add up?


I don't see the GAME OVER screen as constantly looming over you. Sure, Damocles saw the sword and lost all his appetite, but we're talking about videogames here. I didn't enter bossfights in FFXII (for example) with the thought that "on no, I'm gonna die!". Seing the game over screen once in a while made me slam on the brakes, reflect on my mistakes and re-enter the battle with a new tactic. Sure, it's trial and error, but it's rewarding in the end.

For instance, in a WW2 air combat sim: you enter a dogfight, you die - or maybe you win, let's just say you crash and burn, for discussion's sake. Death is a finality: your plane is on the ground burning, the pilot is dead. Time to figure out what went wrong. Maybe you should have banked during the first pass, maybe you lost too much altitude or airspeed. Maybe... Death is a culmination of your mistakes, the point where you can start to look back and analyze. Real pilots didn't have this option.
This is a good example of death in videogames.


So to boil all this down, what I'm saying is that you can find original ways of integrating death into videogames. You might just ruin the experience though.
Death in Planescape was costless, but the designers never used it to it's full potential. Death in HL2 is stupid because you just have to reload your quick-save. Death in Soul Reaver is a way of solving ridiculous puzzles (without death's involvement in the puzzle solving the entire system of two planes would be a very bad ideea). Death in Combat Flight Simulator is just the game's way of saying you are a bad pilot.

Can you completely remove death from games? Guess not. You couldn't die in Katamari, but you had a time limit. And when you failed the King got all crazy on you (it was scary sometimes, with all the lightning and such). No death = no challenge. Even in financial simulation games (tycoons and such) you had bankrupcy, failiure.

Can you integrate death in manner that enhances the game experience? Planescape almost did it, Soul Reaver did it for a few minutes. Hell, even Combat Flight Simulator did it because it induced realism.

What I'm thinking right now is that maybe death can be seen as an alternative, not always as failiure. Make it so death changes the game mechanics in such a way that the player is compelled to further explore them (Soul Reaver). Make it so death enhances the story, plot wise (Planescape).
This is where I shut up.

(wow, lots of new posts while I was writing this; damn)

(edit: Special Blend and Intentionally Wrong beat me to the Planescape parts)
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special blend



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PostPosted: Thu May 24, 2007 1:29 am        Reply with quote

that's fuckin' long man
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special blend



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PostPosted: Thu May 24, 2007 1:32 am        Reply with quote

Also, I liked how Killer 7 handled death!
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PostPosted: Thu May 24, 2007 1:37 am        Reply with quote

vision wrote:
I'm also pretty smitten about the idea of games that reward you for dying strategically


super smash bros.?

since i and a friend have started gears of war on insane co-op mode, the chapters will alternate or introduce new factors at random. it's not large enough to disrupt the underlying learning process. these variables are appreciated - your audience is going to die a lot, so why make the destined route as similar as possible each time?

gears, i find, is an example of a game which is structured around the great likelihood of player failure. the multiple ways to "reach out and touch" setpieces and the array of offensive choices revel in the eventuality of multiple epiphanies - figuring out of ways to bypass each obstacle, and, if failing at performing capably, discovering an equally satisfying, but fresh, sequence the next round.

by contrast, dying in shadow of the colossus - a thing that wants to tell an unbroken story, and to get away with as many game-y conventions as possible - doesn't feel right. it's jarring, like if you were reading a book, your nose nearly touching the material, and the next page suddenly slammed a picture of a kid picking his nose into your eyes. but then, how do you get around death? having different endings, depending on what milestone you fail at that is just as significant as the "real" conclusion? the problem, there, is that the human brain is naturally more pleased with the complete wrapping up of things (which is not to say that the finale cannot be hazy, in certain ways).

i don't know how any of this applies to the thread! maybe it doesn't!
okay!
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Capitan Smexy



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PostPosted: Thu May 24, 2007 1:40 am        Reply with quote

Games that should be brought into the discussion:

Wario Land II+III (Never Die)
Beyond Good and Evil (Insta-Reset)
Killer 7 (Too Late)
Killer 8 (Really annoying)
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Ashura



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PostPosted: Thu May 24, 2007 1:46 am        Reply with quote

In Prey, when you die, you're sent to the spirit realm, and you have to shoot spirits with your spiritual bow and arrow to bring yourself back to life. The entire game is built around puzzles where you go to the spirit realm and bypass doors and whatnot so your real self (situated hopefully in a safe place while you're projecting) can get through unscathed.

Crackdown essentially says that whenever you die and respawn, you're a clone. It's interesting how they worked that interesting bit into a game with a really small narrative.

Isn't Soul Reaver all about that, too?

These are just some games with your videogame death written into the narrative. I'm not saying they're unique or wild new takes or anything, but these are a few games which don't actively ignore death as just an expected video game mechanism, but try to incorporate it.
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PostPosted: Thu May 24, 2007 1:56 am        Reply with quote

I'm curious if there even was a Game Over screen in Killer 7, because I never even saw it. even when playing pretty badly. game design success? heh

obligatory mention of Dragon Quarter and Earthbound/Dragon Quest.


hey what if they made an Aeon Flux game
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PostPosted: Thu May 24, 2007 2:03 am        Reply with quote

Eric-Jon Rössel Waugh wrote:

This was running through my head, yeah. Maybe there are flags, like if you "die" (read: fail) in this area, switch to scenario B. Branch off enough times and in awkward enough spots and, though you see the scenario through to some form of completion, you end up nowhere near the target. Done seamlessly enough, it might not even be obvious what's going on until you've played a few times or until you talk to someone else and realize he had a completely different experience from yours.
Wing Commander did this very thing in the first installment. It was never repeated because they found that the failure missions were not played by most of the people who bought the game because they would load anyway because failure is not an option even when it didn't mean a game over. The branch of the game failing a mission takes you into largely was only explored by completionists.
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PostPosted: Thu May 24, 2007 2:17 am        Reply with quote

In the game show Jeopardy you can't die: if you do well at the task your score goes up, and if you do poorly your score goes down (and it can go indefinitely into the negative). There is a similar system at work in the board game Go, where you cannot be destroyed but you can end up with less territory than your opponent when the game is completed. The game has an endpoint but it cannot be cut off prematurely, and success or failure is not binary. Curiously I can't think of any videogames that explicitly have this model (though some surely exist), even though it's an elementary and obvious type of game from the standpoint of mathematical game theory.
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rf



Joined: 14 May 2007

PostPosted: Thu May 24, 2007 2:17 am        Reply with quote

Hmm, that Wing Commander example . . . I'd say that's an example of how the failure needs to be less clear-cut as failure, but as I said earlier, if you take this road too far you end up with no clear player incentives.

For some reason I keep imagining this stuff being implemented in the MGS series, probably because the constant codec conversations would provide a good basis for running commentary on how the player's doing. It would also slightly discourage the save/reload impulse to know that your failure will lead to a unique and possibly worthwhile personal message, rather than just some predictably less glorious outcome.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
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PostPosted: Thu May 24, 2007 2:33 am        Reply with quote

I was actually thinking of Prey when i read this topic, but someone beat me to it.
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B coma
LOF why?


Joined: 05 Dec 2006
Location: Los Angeles 2098

PostPosted: Thu May 24, 2007 2:41 am        Reply with quote

Wario Land II and III were refreshing in their time since they so closely resembled prior Mario platformer design turned on its head (take damage from an enemy -> advance through a previously unreachable area while on fire screaming).

Of course the risk you run in designing a game that way is making the game too easy, but in Wario Land II (the one I own) a nice compromise is reached by taking treasure away from the player when he is hit by the wrong enemies (getting flattened might be advantageous, but getting poked by a spear is not). This helps to eliminate the compulsion to run headlong into every enemy in a rush to figure out how to traverse the next unseen passage. The amount of money you amass is important because Wario wouldn't get out of bed otherwise.

One of the nice touches in Indigo Prophecy was the main character acknowledging out loud to the player at the game over screen (essentially what it was, I can't remember if the words were there) that he would never find out what happened that night in the diner's restroom. I imagine the intended effect of repeated failure is to get the player to agree with him and never pick up the game again.
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another god



Joined: 04 Dec 2006

PostPosted: Thu May 24, 2007 2:47 am        Reply with quote

You guys are being really silly. It's a simple answer.

When a developer cares about death they'll structure the save system around just that. Games like Diablo II have hardcore modes in which death is probably the most heinous thing ever. A lot of online games disallow the "reload" function, and they're much better for it.

When a developer cares more about plot than death they'll implement something like Metal Gear or Resident Evil's system. Die and be brought just a little ways back.

There are ways to balance it by punishing the player (ala Killer 7). And there are ways to break that balance by giving the players Quicksaves and whatnot (lots of computer games).

One of the reasons why competitive gaming is so fascinating to me is because the failure to care (because it's just a game) is mitigated. Death as a failure against a computer when you don't care is one thing, but death as a failure against another player is... another thing.
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Thu May 24, 2007 3:28 am        Reply with quote

I have some issues with Zak's summary of Torment. Spoilers, of course:

Death only takes you back to the mortuary if you're in the one of the wards of Sigil. If you're in the undercity, the Dead Nations, the outlands, or one of the other planes of existence, you just reappear in a safe spot in that region. This can cause a little bit of backtracking, but the option to fast-travel using the map mostly makes up for this. What's more, there's a part of the game where you need to make your way back into the mortuary--in which case, getting yourself killed is pretty convenient.

"Death" in the traditional sense may no longer be an option, but it is entirely possible to lose in the traditional sense. Failing to overcome one of the final obstacles the game provides can result in your body being stolen by the mind of one of your previous incarnations.

Finally, while this may not be the mechanical death that we're talking about here, there are many opportunities for the protagonist to "die" because of player action in conversation with NPCs. I can think of at least three, even without considering circumstances that don't deal strictly with death so much as an unlivable condition--like finding out that the Nameless One had replaced several of his unnecessary internal organs with a handful of important items that he'd eventually need.
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Krabjuice Gaiden
Gaylord Butkus


Joined: 06 Dec 2006
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PostPosted: Thu May 24, 2007 4:53 am        Reply with quote

A few more games to consider: Alpha Centauri, Fallout Tactics, and the System Shock Series.

In System Shock, there were the reconstruction machines. In the first game, there was no currency system, so death was merely an annoyance in backtracking. However, before you managed to aquire immortality, you had to fight through one hell of a large number of cyborgs. I mean, when you got to the cyborg converter, you felt that you really fucking earned it. In the second game, the reconstructers were alot easier to get to.
Normally, it was only a half-minute run from the elevator or bulkhead where you arrived from. Alot of the fear and anxiety of the game was removed when you got to the machine and were able to progress further into the level without fear--with an occasional 10 nanite toll. On higher levels where death was far more abundant and nanites far more crucial, one would simply place the quick save/load buttons in convenient places and mash those until one would get through un-touched. Same problem persisted in games like Deus Ex, wherein the player would undertake a crusade of perfectionism and simply reload when he missed a shot.

But that tell us nothing that we haven't read before.

In Prey, death was actually pretty beneficial after a while. The death minigame became a sort of bonus when you got good enough at it. I often killed myself in anticipation of a boss fight, knowing that I'd be able to boost my health and spirit to full with the minor annoyance of loosing a bit of ammo. But, what the hell, I'd just die and refill my spirit bow.


Now, look at Alpha Centauri and Fallout Tactics. Both had a "iron man mode." From the looks of it, this is what alot of us want games to do. Let us play, let us save when we're done playing for the die, but never inbetween. Here, mortality is preserved. When things stop going your way you can't reload. When you die, the game takes you to the title screen and ends your adventure at that. Of course, you can opt not to take part in such a mode.

The key, perhaps, it choice in this matter. When we make all games iron man games, we alienate the kiddie casual gamer who merely plays the game to see the ending cinematic. If we do as we've done for the past few years, we alienate the gamers who always desire commitment in their games.
Of course, in all situations people are always wanting.

There are middle grounds--Halo, for example. Health regeneration is the same as immortality, so long as you don't fuckup totally. When the screen flashes, the games telling you that "really, you're dead, but I'll let you keep playing so that you don't toss the controller and refuse to buy the sequel." Other games intentionally overpower you. The notion of games where you are, as a matter of fact, a really badass dude with the most badass of equipment place a buffer between you and the computer. Most people, like all children, hate loosing. So, we let their health regenerate or give them ultracamo/ultradodging/ultrabombs/ultraballs so that they feel real goodlike.


The industry knows how to handle death in games, but they merely refuse to in order to appeal to the common demand. The least that they can do is provide an option.
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Jeff Garneau



Joined: 04 Dec 2006

PostPosted: Thu May 24, 2007 4:57 am        Reply with quote

for a long time i've wanted to make a hack of sonic that removes all the hazards.





also it would only have the cool levels.
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Broco



Joined: 05 Dec 2006

PostPosted: Thu May 24, 2007 5:01 am        Reply with quote

Jeff Garneau wrote:
for a long time i've wanted to make a hack of sonic that removes all the hazards.





also it would only have the cool levels.


Hmmm! That probably wouldn't even be that hard!
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Jeff Garneau



Joined: 04 Dec 2006

PostPosted: Thu May 24, 2007 5:06 am        Reply with quote

also (and i'm serious about this) player death is basically a problem because there is a level of abstraction between the player and the avatar. in the future, when film and videogames merge into perfect virtual reality experiences this won't be a problem as the player will fully embody the protagonist and therefore be unable to make any mistake that the protagonist wouldn't.

i mean is a videogame no longer interactive if you only have a perfect illusion of free will?
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Broco



Joined: 05 Dec 2006

PostPosted: Thu May 24, 2007 5:12 am        Reply with quote

Jeff Garneau wrote:
i mean is a videogame no longer interactive if you only have a perfect illusion of free will?


http://www.youtube.com/watch?v=Sb7eLgaddI4
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Jeff Garneau



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PostPosted: Thu May 24, 2007 5:13 am        Reply with quote

well the idea behind the sonic hack is to basically just make a really cool version of flyguy.
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Felix



Joined: 04 Dec 2006
Location: vancouver

PostPosted: Thu May 24, 2007 5:39 am        Reply with quote

from a pure playability perspective - ignoring entirely what death should be implying, and isn't - i just want to throw in that the concept of 'extra lives' is awful in any game that saves, and certainly plenty of games realize this by now (halflife and jaks two), although a good few still don't (how many lives does your mid-nineties nintendo game savefile have?) and it's just so VIOLENTLY extraneous that, urk.

again i know we're pretty much above discussion of simple mechanics itt (good lord does that ever sound obnoxious) and game design does by and large seem to "get it" nowadays; redundancy is still the key issue here and for as long as games are distinguished from film by actually having user input, we'd do well to remember that our entertainment (read: art) needs to be entertaining.
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Koji



Joined: 04 Dec 2006

PostPosted: Thu May 24, 2007 5:59 am        Reply with quote

I'm confused, here. Are we talking about death in the literal sense (plot-wise, the death of the character,) or as a form of failure? I couldn't care less about the plot aspect of death; I don't play that many plot-driven games for all that to matter to me.

In arcade games, dying is simply 'too bad, you failed, try again,' and, eventually, 'oops, you're out of credits, it's time to go back to the beginning.' It's an overused form of punishment for failure, that's a fact; way too many avatars die way too many times. Favorite examples of mine, Wario Land 2 & 3: both these games have no way for Wario to die, he's only set back in different (more creative) ways. Obstacle courses as the stages are, if you fail to clear one of these obstacles, the game will force you to do it all over again. In the end it's like dying, except you don't restart the stage, you just restart a particular obstacle or set of them. Still, this way we're sidestepping the equally clichéd 'lives' system: a set of chances, that you can increment by achieving certain feats in the game (finding a 1-up item, collecting a number of coins...)

Regarding lives and mid-90s games, as Ethoscapade put it, I like it when games acknowledge that design idiocy, like DK: King of Swing (which I've been playing.) In the game there are no lives; if you die you just have to restart the stage, or maybe try a different one. Instead of lives, you have bananas, which you can spend to recover hit points, thus delaying death.

Broco wrote:
In the game show Jeopardy you can't die: if you do well at the task your score goes up, and if you do poorly your score goes down


I can imagine an implementation of this system in a short arcade-style game like Gunstar Heroes, so that getting damage decreases your score, being the ultimate goal to achieve the highest possible score. This is not far from most arcade games, but this would remove the death, replacing it with a score penalty, so the flow is not interrupted. This would be tied to competitive play, naturally, and in fact a simultaneously multiplayer mode in this fashion (pretty much the same as Jeopardy) could be most fun.
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L
canon dorf


Joined: 05 Dec 2006

PostPosted: Thu May 24, 2007 6:06 am        Reply with quote

This been frontpaged yet?

Koji wrote:

Favorite examples of mine, Wario Land 2 & 3: both these games have no way for Wario to die, he's only set back in different (more creative) ways.
For what it's worth: in Wario Land 3, the final boss is the only thing that can kill Wario.
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Tokyo Rude



Joined: 28 Mar 2007
Location: Redundant

PostPosted: Thu May 24, 2007 6:14 am        Reply with quote

Eric-Jon Rössel Waugh wrote:
Oh, right. Rudie sent me that, finally. I... wonder what I did with it?


Someone was talking to me about how awesome it was recently. I think you'll probably really like it, but that sort of thing always sets off nervous alarms in my head.
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kael



Joined: 04 Dec 2006
Location: Mountain View, CA

PostPosted: Thu May 24, 2007 7:04 am        Reply with quote

God of War puts a somewhat interesting little twist on this, I think. If you die and then choose to continue at the Game Over screen, when you start again, you have more health than you did the last time you saved. If you die again and continue, you have even more health. If you keep dying, eventually your health bar refills all the way.

The newer Prince of Persia games are also interesting in this regard, in how they encourage you to 'rewind' after making a mistake instead of simply dying, and how when you die they treat it as an error in storytelling (the first PoP game, PoP:SoT, is treated as a 'story' told in the past tense by the main character; when you die, he quickly corrects himself, 'no, no, that's not how it happened, let me start again.') I always thought this was a clever way of dealing with the problems inherent in character death. Then again, maybe I was wrong, since the sequels throw this concept out.
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Thu May 24, 2007 8:03 am        Reply with quote

Rud13inJapan wrote:
Eric-Jon Rössel Waugh wrote:
Oh, right. Rudie sent me that, finally. I... wonder what I did with it?


Someone was talking to me about how awesome it was recently. I think you'll probably really like it, but that sort of thing always sets off nervous alarms in my head.


Did you maybe read dhex's Gamer's Quarter thread on the subject?
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Deets



Joined: 05 Dec 2006

PostPosted: Thu May 24, 2007 8:19 am        Reply with quote

A lot of arcade games have "rank" systems, which adjust game difficulty based on a variety of player actions, usually player death, use of bombs, that kind of thing. It's often not worth it to suicide intentionally, just because the loss of lives/power-ups/whatever is often not equivalent to the benefit of decreased difficulty. Raizing developed a series of arcade shooting games in the mid-90s, however, that serve as notable exceptions.

Battle Garegga, for example, took rank to the one of the most ridiculous extremes possible, requiring the player to suicide regularly, avoid power-ups and stop shooting whenever possible, all in order to prevent the invisible number controlling the game's difficulty from lowering itself too much. Even more interestingly, the rank doesn't reset when you quit playing. In fact, the starting difficulty of the game increases slightly with every successive play, and it only lowers itself with every cycle of the game's attract/demo sequence. You can also just reset the game to return the default rank to its original setting, but this is kind of a pain in the ass in the arcades. Apparently Raizing got complaints of some kind from operators, too, because their next game, Armed Police Batrider, starts the default rank upon startup at an incredibly high difficulty (it might even be the maximum possible, but I can't remember, specifically).

Shinobu Yagawa, Garegga's lead programmer, would go on to develop a lot of games with very similar rank mechanics (including the recent Ibara and its sequel), and they're always divisive. Some people really enjoy trying to figure out how these fucked up systems work in the context of scoring and survival. Not me, though. I think they're obnoxious.

I was going to mention this in the metagaming thread, actually. Should be fine here, though.

Edit: Oh, and I found the way that Wario Land III handled death to be extremely interesting until they put you in a situation meant for a game that actually had normal video-game death in it. Boss fights, for example. Instead of just killing you outright and letting you try again like in any other game, bosses would often turn you into a balloon upon contact, and you would float to the top of a large screen incredibly slowly, with almost no control whatsoever, until you reached the top of the screen and could exit. I guess you could view that as a sly jab at the way normal games handle death?
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zak



Joined: 07 Dec 2006

PostPosted: Thu May 24, 2007 10:39 am        Reply with quote

Intentionally Wrong wrote:
I have some issues with Zak's summary of Torment. Spoilers, of course:

Death only takes you back to the mortuary if you're in the one of the wards of Sigil. If you're in the undercity, the Dead Nations, the outlands, or one of the other planes of existence, you just reappear in a safe spot in that region. This can cause a little bit of backtracking, but the option to fast-travel using the map mostly makes up for this. What's more, there's a part of the game where you need to make your way back into the mortuary--in which case, getting yourself killed is pretty convenient.

"Death" in the traditional sense may no longer be an option, but it is entirely possible to lose in the traditional sense. Failing to overcome one of the final obstacles the game provides can result in your body being stolen by the mind of one of your previous incarnations.

Finally, while this may not be the mechanical death that we're talking about here, there are many opportunities for the protagonist to "die" because of player action in conversation with NPCs. I can think of at least three, even without considering circumstances that don't deal strictly with death so much as an unlivable condition--like finding out that the Nameless One had replaced several of his unnecessary internal organs with a handful of important items that he'd eventually need.


Yeah, in some areas you just respawned to the map's entry point, and that just killed some of the feeling. I can understand ending up back in the Mortuary while you're in Sigil, but your entire party just geting warped back to a certain point kills some of the mood.

And yes, there was death during conversation. At some point a woman came up and asked if she could kill me, because she believed I was immortal, and wanted to see how it's like to kill someone. I said ok, she stabbed me, and my character just got back up again.
"That's it?" she asked, and was rather dissapointed.
That sums up my feelings about death in Planescape. While they managed to make it interesting, story wise, they could have done more to use it in level design.

Sure, there still is the option of failiure, but to some extent the game feels more like an interactive novel (the massive amount of dialogue help in this aspect).
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Capitan Smexy



Joined: 05 Dec 2006
Location: San Juan, Puerto Rico

PostPosted: Thu May 24, 2007 10:58 am        Reply with quote

haze wrote:
I'm curious if there even was a Game Over screen in Killer 7, because I never even saw it. even when playing pretty badly. game design success? heh
I never saw it either...and then I played Killer 8. It's cool exactly once, and then it just becomes obnoxious, and far too easy to obtain. There's also times where the Garcian mechanic makes the game unbeatable, necessitating a reset/intentional kill.
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