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About Me
In loving memory: PAX 2009 (thanks ZombiePlatypus! And WalkYourPath, of course)


I'm Kauza, which is pronounced like cause-uh. My real name's Andrew Kauz, if you'd rather go for that.

I like talking to Dtoid people, so please add me on your favorite social networking site:
Twitter: http://www.twitter.com/kauza
Gchat: santakauz[at]gmail.com.

Basics: I'm 25, and I write things.

Eternal thanks go out to Y0j1mb0 for the amazing header image you see above. So, thanks, sir!

Look at some of the things I've written.

Things on the Front Page:

Mass Effect, Metal Gear, Moon Unit, and more: An interview with Jennifer Hale
The Future: Demanding more from the voices of videogames
Love/Hate: A plea to play as a female Shepard
A warning: Regrets from a former life and experiences yet unlived
Top ten games for people who hate Thanksgiving
The wrong thing: Being evil should be more like sex
Staying dry in a sea of spoilers is a matter of building a boat
Lessons on taking games just seriously enough
Come, take your pilgrimage to gaming's one true mecca
Here's to you, random-JRPG-dialogue-writer-man
The forgotten: Crushing disappointment at the hands of Crash 'n the Boys
The people who have the power to change the world
Improving game communities: Enough with the negativity
The draw of exploration: Antarctica to Oblivion, Shackleton to Shadow Complex
I suck at games: BlazBlue and a slapdash attempt at fisticuffs
I, the Author: My Everest
Untapped Potential: The Gamer's Education
Other Worlds than These: Our World, Only Different

A series sort of thing about status effects
Toxic Megacolon and other fresh status effects
Curse you, status effects, stop confusing my heart
Status effects are poisons that turn my silent heart to stone
Also check out the related forum thread.

The Fall of the Titans (wherein I talk about dead or dying gaming companies)

The fall of the titans part 3: What once was shall be again
The fall of the titans: Sega died so that we might dream of the future
The fall of the titans: Why do the giants of gaming die?

Stories from the Past (a series about my experiences playing certain games):

Stories from the Past: Tobal 2, Tomba! 2, and console double-vision
Stories from the Past: Diablo and the Dark Ride
Stories from the Past: What the f*ck, mom?
Stories from the Past: Xexyz and the battle aboard Turtlestar Lobsterica
Stories from the Past: The One-Balled Man-Bear
Stories from the Past: The Battle of Olympus
Stories from the Past: Suikoden 2

Storytelling (a series about, well, storytelling):

Storytelling: The Problem of Genres
Storytelling: Mass Effect, Vonnegut, and the Fourth Rule
Storytelling: Doing Nothing in "The Darkness"
Storytelling: The Power of a Single Line (Yeah, it was my first post.)

Other stuff that is good:

Lessons on taking games just seriously enough
A consuming power: The demon and the borderlands
Can games transcend good and evil?
Nothing is sacred: We won't let you go alone, but we have made a tragic decision
How Destructoid single-handedly changed my mother’s opinion of gaming
Why Tecmo Super Bowl is the greatest sports game of all time
Seven reasons that I will end you in creative ways if you don't play Folklore
Mother Nature and the Impending Death of the Gaming Spirit
Times Games Forgot: The Dark Ages
The Sins and Successes of In-game Collectibles
The Lock is Broken
When Music Surpasses the Game
Truckasaurus Rex and the Humor of Games
I Want to Cry (storytelling related, but not part of the series)

I have others as well that you can check out on my blog. You'll enjoy them or your money back.

Since it seems like the cool thing to do, here a list of my favorite games that is coming straight out of my ass and onto your computer screen, and in no particular order.

Fallout 3
Uncharted 2
Suikoden 2
Mass Effect / ME2
Metal Gear Solid followed by any number you can think of
Tales of Somethingendinginia (OK, and the Abyss)
Crackdown
Battlefield: Bad Company
Flower
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Gamertag: kauza
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Thoughts on death and immersion
Andrew Kauz | 10:00 AM on 11.23.2009 18 comments




Death is an inevitability in life and in games alike, and in both we try to prolong the time that we get to spend on Earth, on Mars, in Hell, or in some generic fantasy land. Whether it's life over or game over, we struggle to persist, doing what is necessary to extend our time just a little longer. We may even extinguish other lives to pursue this selfish goal, yet at the end of it all, nothing has changed. Death is still coming. We may run from it, but it will eventually catch up to us. Death is a Kenyan.

Games are different in one important way: we have not one, but many opportunities to experience death. The gift of perpetual life is granted to us in the form of restart options, respawns, and arcade change machines. In nearly every game we play, death is not permanent. We have start at the beginning of a level, the last checkpoint, or even the very spot at which we made some fatal error. I can't imagine that many gamers are not thankful that these are the rules of life and death that we are governed by.

But when we pull some stupid shit and get ourselves killed, there's an inherent problem that crops up every time: we are taken out of the experience. Call it breaking immersion, or simply losing concentration if the term immersion isn't your bag, but the fact is that nothing is able to remove us more quickly from the body of a game character than death. It's comparable to watching a movie, approaching a climactic, action-filled moment, and accidentally having your friend sit his dumb ass right on the remote, skipping back a chapter on the DVD. You're no longer engaged in what you're watching, and your enjoyment of the moment is replaced by a sense of bewilderment that the jackass still can't take a quick peek at his target before hurtling toward it ass-first.

So, if we can agree that death is the ultimate immersion-breaker, can we suggest that the most immersive game would be one without death? And, no, I don't mean Nintendo's "Super Guide." I mean that a narrative-driven game that relies upon some incredibly immersive moments could benefit from keeping players fully inserted into the bodies of the characters that they're controlling. Yet a full-fledged narrative gaming experience without any danger of failure seems like an impossibility, especially for those types of games that we generally consider immersive. But is there any validity to this idea? I think so, but read on to see why I'm not ready to inject myself with the Jesus serum just yet.




Immediately upon starting to think about this topic, I was reminded of some of the best moments from Uncharted 2. Be forewarned that I will talk about some specific scenes, so this might be slightly spoilery. They're both very different scenes in context, length, and intensity. But they both share one thing in common: they're absolutely enthralling--the sorts of scenes in which you can't believe you get to participate.

The first of which is the opening Dangling Train scene, which is my unofficial official name for it because it reminds me of dangly parts. Anyway, if you were able to take your eyes off of the screen for even a moment in your first playthrough of this section, then you either have a lazy eye, are blind, or had a seizure. For everyone else, I imagine that you shared in my joy as you scaled the interior and exterior of the hanging train car. And if you're fortunate, you got through it unscathed.

The second is the now-famous collapsing building scene, for which I do not have a suggestive title. It's a fairly short scene compared with the full experience of the game, and before you have a chance to fully appreciate just how incredible the moment is, it is over. Just as the supports begin to give way and you realize, against all odds, that you are still in control, you begin that treacherous descent, hopefully making your way safely through the window and onto more stable ground in the next building. Honestly, with Chad's fantastic writeup about this moment, I won't go into any further detail on it, because no further detail is left.

Perhaps your experience was not the same, as I know it's quite possible to die in both of these places. But accounting for all of my many deaths in that game, not one of them was in either of these scenes. It also just so happens that, looking back, I was most engrossed in the game at these two points. Sure, correlation does not imply causality, but in this case, I think I can make a pretty damn strong case for causality.



Let's start with the obvious: death reminds us that we're simply playing a game. Sure, we never truly forget this. It's not as if the illusion is strong enough to make us believe otherwise, but in a truly immersive moment, we simply fail to care about the distinction. It's simply an experience, and a damn impressive one at that. However, the moment that death strikes and we're treated to a "game over" screen or simply an automatic restart from a checkpoint, this momentary feeling in us is destroyed. Sure, we're ready to try again, but immersion can't be regained instantly after it is broken. It needs time to develop, and each death means yet another lost opportunity to keep yourself immersed.

Above all else, death gives us a moment to think. When you die in a game, whether it is your fault or not, a certain amount of frustration sets in. You may curse the game, your AI companions, your own lack of skill, or any number of things. Soon enough, your mind wanders everywhere but the experience you're supposed to be having. Upon your next retry of that difficult section, you'll likely begin to plan out how you're going to avoid those deaths of the past. At this point, your approach to the game changes. You're no longer concerned with being immersed. You're simply concerned with making progress.

If you think I'm suggesting that death be removed from games, you're wrong. After all, where would a game like Demon's Souls be, where much of the game's appeal relies upon death and its constant threatening presence? And where would all games be without a difficult final battle, where the epic quality comes from the difficulty in taking down the world's greatest enemy? No, games absolutely still need death, difficulty, and a sense of dread.

Instead, I think that game designers can carefully plan the places at which a player can die. A lack of death can most benefit those scenes like the one's I described above, where death would not significantly add to the fun of the game, and instead would lead to a loss of immersion and, in the long run, a less enjoyable experience with those scenes. I can only imagine how death would have affected my enjoyment of, say, the crumbling building scene. Had I attempted to jump to the next building and instead jumped awkwardly into the wall, I guarantee that I would view that scene very differently in its aftermath. Its effect would be greatly lessened.

So, my proposition is simple: take those incredible, cinematic moments, and make sure that we experience them as they're intended to be seen. Many have described moments in Uncharted 2 as "cut scenes that you play," and I think this is fair. Just as a cut scene has one definitive version of the experience, these cinematic moments can eschew death to ensure that we experience that one definitive version.

Afterward, the game can go back to punishing us in whatever way it seems fit. We'll be too awestruck by what we just experienced to care.



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13 comments | showing # 1 to 13
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themizarkshow's Avatar - Comment posted on 11/23/2009 10:20
themizarkshow
Great read. I can't count how many times I've stopped playing a game for any amount of time just because the frustration of death completely removed me from the experience of playing.

I think Braid is a good example of shortcutting the death/immersion problem because it just became part of the gameplay. Since you could always rewind as far back as you wanted, taking the plunge and not making it didn't pull you from the moment as much as it just made you immediately look at the problem from a different angle. I don't think this element would be that fantastic in something outside of Platformers, but I think that Quantic Dream is taking this issue very seriously with their next title (Heavy Rain) and I'm really interested in how it turns out.
Ving Rhames's Avatar - Comment posted on 11/23/2009 13:01
Ving Rhames
Mm, those are some chocolatey nips you have there Mr. Shirapoopi.

Why don't you ditch this loser and get in with a real man?
wanderingpixel's Avatar - Comment posted on 11/23/2009 14:04
wanderingpixel
Agree. Though I always had an idea for a game where you playd until you died. I think that would be cool.
wanderingpixel's Avatar - Comment posted on 11/23/2009 14:07
wanderingpixel
Agree. Though I always had an idea for a game where you playd until you died. I think that would be cool.

Also, I thought Gd of War did this kind of thing pretty well.
Elsa's Avatar - Comment posted on 11/23/2009 15:06
Elsa
... instead of death, is it not possible to design game elements so that you fall and essentially end up at the beginning of the sequence again? In shooter games... what about a death makes you simply lie there... until a teammate revives you? (and maybe a longer spawn countdown until an AI teammate revives you if you're playing with a team of assholes)?

It would be interesting to see game designs that do try to circumvent or replace death...
Piellar's Avatar - Comment posted on 11/23/2009 15:25
Piellar
Anyone played Planescape: Torment? I sure loved how that particular game handled death...
Lunacy's Avatar - Comment posted on 11/23/2009 16:20
Lunacy
Prince of Persia tried to sidestep the idea of death by saving you every single time, and it was never equivalent to a game over screen, but I actually found it more jarring than a regular death. It felt unsatisfying, like I was being led through the game more than anything, and every time I died it just reminded me that they weren't doing it the way it was "supposed" to be done.

I love the idea of trying to immerse people, instead of simply telling them to progress, and it's wonderful when it works. Prince of Persia didn't quite get it right, for me at least, but we'll see how things go from here.
Andrew Kauz's Avatar - Comment posted on 11/23/2009 16:33
Andrew Kauz
@Lunacy: When I was writing that, Prince of Persia came to mind as a bad example of saving you from death, but I think it was all in the execution. It just came off as silly to me. It's maybe a baby step in the right direction, but not quite what we need.

But that also wasn't what I'd call a totally immersive game. Not many moments from that game that truly impressed me, even though I really did enjoy it well enough.
CelicaCrazed's Avatar - Comment posted on 11/23/2009 16:38
CelicaCrazed
For me, death in shooters is a time of reflection. While I'm waiting for the respawn time to reach 0, I'm looking back and realizing the errors of my ways. "Why did I rush out like that?" "Why didn't I look left around the corner before progressing?" "Should I have wasted my life trying to save that teammate?" "If you had a mic, you could have called for some support." "Take deep breaths and slow it down a bit." "Don't be so hasty." Those are just some of the things I think about if I'm not cursing at the screen.

It's too bad all "deaths" can't be like crashes in Burnout.
The Prodigal Son's Avatar - Comment posted on 11/23/2009 17:46
The Prodigal Son
I saw something specific about Uncharted 2, so I'm gonna have to pass on giving this a full read for the moment. The semester is almost over, and I plan on playing Uncharted 2 over the break. It's been hard to resist the urge to pop the disc in, since I've had it since it was released. Three more weeks...
Sean Carey's Avatar - Comment posted on 11/23/2009 23:44
Sean Carey
I agree that death can be handled with more grace by developers to make for a more enjoyable experience -- but there's no way to make a game experience that doesn't ever break the immersion.

Otherwise you'd have to do away with pause menus and manual saves altogether.

Games, like theatre, require a certain level of suspension of disbelief from their audience. Death also drives the player to increase their skill level to minimize the immersion breaking consequences of failure.

Good post, made me think!
themizarkshow's Avatar - Comment posted on 11/24/2009 00:26
themizarkshow
@CelicaCrazed: I completely agree! Burnout Paradise made me love having to restart unlike any game before it. Sure, it was frustrating to have to redo stuff, but the crash scenes were just candy.
Pixelated Lilac's Avatar - Comment posted on 11/24/2009 02:09
Pixelated Lilac
Great read! Death is a pretty interesting topic to explore, even in video games. I completely agree with Elsa. I've noticed that some games have applied innovative techniques to make failing/death a repercussion for failure while still making sure it doesn't remove the player from immersion. Examples like Prey's spirit world, Bioshock's warp pads or Borderland's humorous reconstructor were all techniques that I thought were pulled off pretty well. You could also play this game.

The only game I wouldn't want to see death be "removed" from is action-horror and survival-horror. Those games run on the concept of fear so removing death would be removing the ultimate fear from the player.
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