games  anime  |  toys
This is a Dtoid readers's blog. For staff blogs click here. Confused? read this Create you own!  |   Members: Login now





Nothing is Sacred: Death
shinryu108 | 9:07 AM on 10.26.2009 2 comments


Disclaimer: there’s a pretty big and popular Final Fantasy VII spoiler below, although EVERYBODY IN THE WHOLE WORLD knows this by now.



Cowards die many times before their deaths;
The valiant never taste of death but once.
--William Shakespeare, Julius Caesar, Act II, Sc.2

I know the moment's near
And there's nothing we can do
Look through a faithless eye
Are you afraid to die?
--Muse, Thoughts of a Dying Atheist

The things you pwn end up pwning you.
--Anonymous Internet User

You’re rushing across a cold platform. The tension is through the roof. All sorts of strange creatures zoom past you as you dodge their deadly touch with uncanny agility and timing. You hold your breath as you leap over a large gap – perhaps a split-second too soon – and exhale once you land safely on the other side. Sweat from the strain and pressure patches your clothes, all the way to your plumber’s overalls. Your knuckles carry unsightly bruises from all the bricks you smashed with your bare hands. No time to waste. The final goal can’t be far away; the next castle MUST be the right one. You can see it now – the flagpole appears on the horizon. So close you can almost touch it from there. Just jump – careful now, that winged turtle thing’s leaping over you – now it’s in your face –


FFFFFFFFFFFFUUUUUUUUUUUUUUUU

Zoom out to a very different world, one that may or may not include a plastic controller flying through the room. Death has been a pivotal component of most games for a while now, so much that the term itself has taken on its own game-related meaning – one that’s about as seminal as “lives”, “level” and not much else. But while those other two examples have become somewhat synonymous with an old-schoolish outlook, dying has always been, more than anything else, a sort of common denominator in games. Like in the real world, death often plays the part of the ultimate enemy, much more so than any final boss. To ease the player’s torment, extra lives were granted, continues became mostly unlimited, energy bars were made longer, and checkpoints were introduced. A few lucky bastards even gained peculiar Wolverine-ish healing powers. But death remained a staple. What else could offer such a poignant representation of extreme failure?


Well...maybe this.

I think it’s safe to say that Gaming Death reaps more but is significantly less grim than its real-world counterpart. Of course, I’m not referring to those instances where a digital life is ended forever – those still make us cry – but rather those when the player hits a premature bump in the road, temporarily halting his advance, causing him to lose at least part of the progress he’d made.

What’s often overlooked is that in games, death itself is rarely “the worst that can happen to you”. That particular honour would go to another mainstay of single-player endeavours: repetition.


Pictured: not the worst that can happen to you.

I find it interesting, at least, to acknowledge how little things have changed over the years in this respect. The biggest difference between two randomly picked games would be the size of the part to be replayed through upon death. Some take you back to the latest save, some to the room entrance, some have checkpoints scattered around. Some, even in this day and age, remain old-school-oriented and leave you with a “Game over, try again” (Ikaruga comes to mind). That’s acceptable; some games are about the challenge more than anything else. Others, however, present a peculiar idiosyncrasy – they claim to offer “immersive experiences”, achieve variable degrees of success, and inevitably proceed to yank the player out of said experiences multiple times during a single playthrough.

Besides the enforced repetition, that’s perhaps my biggest gripe with the trial-and-error system most games implement: game over screens. Many will agree with me that immersion is a fundamental component in most single-player experiences. To have it broken up abruptly by something as cold and uninspiring as a simple game over screen is, to me, one of the most elementary pitfalls that game developers stumble upon. It basically equates to reminding you that you’re playing a game, which in many cases can be rather upsetting. Imagine engaging in some slow, sweet lovin’ with Megan Fox or Eva Mendez. Now google a picture of Maggie Thatcher. That’s pretty much what game over in Metal Gear Solid 4 feels like.


Here, I'll save you the trouble...Snake? Snake!! SNAAAAAAAAAAAAAAKE!!!

2008’s Prince of Persia offered an interesting alternative to the formula: many summarized it as “you can’t die”, although it was a little more complex and less radical than that. Basically, whenever you fell into a pit (or were forced down one by an enemy), your magically-endowed companion would teleport you back to safety. This was done by means of a brief, distinctive shot featuring the character’s hands grasping each other’s. The game received a lot of criticism (mostly from fans) for this choice, coupled with the fact that it was generally very easy to complete. I think it was a step in the right direction. In the end it was mostly cosmetic, but it did effectively eliminate the game over screen; you were still brought back to a previous point (you had to repeat the jumping puzzle from the start, and enemies would regenerate part of their health), so repetition was still a part of the picture. The game had its share of flaws, but the “You can’t die!” line of criticism was the most unfair of the bunch – you can’t really die in Braid either now, can you?

Ironically enough, Prince of Persia’s last-gen predecessors had a much more groundbreaking mechanic. The Sands of Time trilogy provided the player with various powers to manipulate time, the most popular of the bunch being the “rewind” power. By using it, the player could literally rewind the action to a previous point, thus gaining an opportunity to correct the mistake that had caused his or her untimely death. It was exhilarating: get sliced in half by an enemy’s blade, die, rewind time, rise back up, let go, block the attack that was supposed to kill you, play on. Unfortunately, striking a balance between immersion and challenge is a very difficult endeavour, and even the Sands of Time games ended up with the occasional game over screen – there was a limit to the number of times said power could be used.


More of this please

I’ve been playing Metroid Prime 2 for a quite a bit now. It’s a good game. The controls are a bit iffy and awkward for a first-person game (it’s the original Gamecube version), but that’s about as badly as I can criticize it. The atmosphere is top-notch and it really makes you feel like you’re stranded on a deserted alien planet, something which is often cited as one of the series’ strengths. Despite all of this, I’ve been moving at a snail's pace through that game. It’s been in my “now playing” list for a few months; I sometimes play it for a bit on Saturday morning, fall in love with its aesthetics and flow, meet a boss, die, repeat, die again and give up. Dying brings you back to the last save room; in some cases this means you have to replay a long exploration segment before the boss. In the days after that, when I’m deciding what to play, I tend to brush Metroid aside – I don’t want to get up a couple of hours later and realize that I’ve just wasted time. Time is pretty much the most precious thing I have, despite what my choice of spending a significant part of it on videogames may indicate. If you want to create a boss that will abuse me, that’s fine. I will die multiple times, hopefully learn something new every time, and eventually overcome the obstacle. Just don’t force me to replay the same arbitrary, linear chunk of exploration before the boss every single time. I really don’t see the point in that, besides forcefully pulling me out of the beautifully crafted environment you’ve so meticulously immersed me into.

I don’t like games that force you to save, threatening you with loss of progress. Saving, like game over screens, is another extra-game aspect; I believe it should be made as inconspicuous as possible. Being able to save only at specific locations is a perplexing act of cruelty upon the gamer. Samus shouldn’t have to backtrack through hordes of enemies just to “save the game” – especially not now that she has high-capacity storage mediums at her disposal. The game should take care of that for her, and leave her and the player to just enjoy the adventure. I may be off here, but I greatly prefer the GTA/Metal Gear Solid approach of making saving the game during a session irrelevant – saving is only something you do to record your progress once you decide you want out for the time being. And while I’m on the “saving the game” tangent here, let me stress that save rooms also have another annoying implication: it’s the game that decides when you should stop playing, and not vice versa. Is it really just me or is that a blatant absurdity?


Such a clever, groundbreaking idea...and already stale by 1997.

So where do we go from here? Let me take an excerpt from the definition of the word “game”, courtesy of Messrs. Merriam and Webster:

1.activity engaged in for diversion or amusement

2.a physical or mental competition conducted according to rules with the participants in direct opposition to each other

3.any activity undertaken or regarded as a contest involving rivalry, strategy, or struggle

The first definition is way too broad, so I'll just conveniently ignore it. The other two reference the basic idea of a competition of some sort between two opposing parties. I’m fine with competitive multiplayer games such as Street Fighter or Pro Evolution Soccer following such a definition; the whole point is that they’re games, with rules, between two or more players, with a clear winner to be defined. A single-player endeavour like the aforementioned Ikaruga also falls into this category: the battle is between the player and the game, but it’s still as pure a test of skill as they come. I’m a bit more on the fence about the likes of Uncharted or Prototype. Sure, these are about the player going against a pre-written set of obstacles. The question is: should they be? This is not some pet peeve of mine about semantics; by their own claim, these products rarely refer to themselves as “games”, preferring terms like “immersive adventure”, “realistic experience” and “endless feast”. Both of these examples, like countless others, use death as the same old tired gameplay device to provide a little challenge through trial and error. It’s OK; not everybody has to innovate. It’d be nice if someone did though, every now and then. Haven’t we grown tired of this yet? Maybe it’s time to reconsider the whole basic concept of what we generically call “games”; maybe we don’t really want these experiences to have be games.


Yeah yeah, I know, MGS4 joke. Go on, say it. It'll make you feel better. Oh, do I have to? Ok then...LONG CUTSCENES!! LOLOLOLOLOL

In case you didn’t know, I played and loved every LucasArts point’n’click adventure from the ‘80s-‘90s. With a few exceptions (early ones like Maniac Mansion and Zak McKracken, as well as the Indiana Jones games) these games featured a fairly staunch no-death policy. In the Monkey Island series, death is either a joke or an Easter egg, possibly both. They even had a cute little disclaimer describing this in their manuals, something along the lines of “we don’t believe in punishing you at every mistake, take your time and enjoy the ride”. They may have been helped in this by the genre’s uniqueness, and it may have been conceived as a not-so-veiled jab at their rivals, Sierra (dying was VERY easy in Sierra adventures). But the fact remained that exploring those imaginative environments without the chronic fear of making mistakes was incredibly enjoyable and refreshing. And all those games were still challenging, and still very, very good. They actually encouraged you to look around and try new ideas out, as crazy as they might’ve felt. I feel such an attitude has been progressively fading from the gaming world: the average single-player adventure today is more about teaching the player a set of rules and controls to get from A to B, rather than trying to spark the mind and the imagination with clever puzzles.

Let me just leave you with the last bit of the Merriam-Webster definition:

synonyms: see fun

There’s a simpler answer: the ultimate acid test. Perhaps it is a fitting term after all. Don’t include a mechanic in your game just because everybody else does. Even if it’s the oldest, most hallowed trick in the book.



Attached photos:

Photo Photo Photo Photo Photo Photo Photo Photo

  related blogs:
 

Is this post awesome? Vote it up!

1

Those who have fapped:  shinryu108  

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

2 comments | showing # 1 to 2

prev next

Hamza CTZ Aziz's Destructoid Blog
Looks like you posted this when you started writing it, hence why there's no comments or fap as the post went live when you started up the post, not when you set it live. Just letting you know
shinryu108's Destructoid Blog
okay then...hopefully I'll manage the next one without failing so massively. thanks


prev next


Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 about me

There was a HOLE here.
It's gone now.







Random gaming facts about Shinryu108:

Learned to play Street Fighter II on a PC keyboard.

Can recite the walkthrough to classic LucasArts adventures such as The Secret of Monkey Island and Indiana Jones and the Fate of Atlantis by heart.

Lost a PS2 due to laser issues. As a result, he is obsessively wary of optical media, which is a mild problem in this day and age. Passing of beloved console also made him pathologically mistrustful of allegedly poor hardware, e.g. XBox 360.

Spent way too many hours in Vagrant Story, partly due to mourning aforementioned PS2. During those hours, he forged ten perfect damascus weapons (one for each category), a full set of ultimate damascus Dread Armour, and an ultimate damascus Dread Shield. Experience taught him to never whine about drop rates in other games.

Most wanted games as a kid (and therefore, all-time) were Monkey Island 2 and Super Street Fighter II Turbo. Eventually obtained both, still plays them to this day.

Never owned a SNES, or any other 16-bit console for that matter.

Enjoys cold beer with his games.

Is eagerly waiting for a Legacy of Kain sequel.

Occasionally misses the days when a game could be played with two buttons, no tutorials, no manual and most of all, no loading times.

Used to think MMORPGs would be the Holy Grail of games, until he played one.

Managed to land that damn plane in Top Gun. Once.

Thinks Ocarina of Time and Metroid Prime are great games that get way too much praise.

Dislikes racing games, possibly because he sucks at them.

Used to beat Bionic Commando weekly as a kid.

Is a compulsive completist.

Will take good writing over good graphics any time.

Favourite games, in no particular order:
• Metal Gear Solid
• FFV-VI-VII-X-XII
• Street Fighter anything
• Resident Evil 2-4
• Legacy of Kain series
• Anything by LucasArts from last century
• Vagrant Story
• Portal
• Zelda series
• Devil May Cry 3
• God of War I-II
• Silent Hill 1-2
• ISS/PES series
• Shadow of the Colossus
• Super Metroid
• Bionic Commando
• GTA series

 mii friend code:
6924 6708 6017 7005

 friends' updates
Banj's Profile Banj
A death on XBOX Live...
Conrad Zimmerman's Profile Conrad Zimmerman
Dale North psyched about Fallout 3 360 Avatar items
Creamsnake's Profile Creamsnake
New SSFIV stage revealed... With elephants
Haxan's Profile Haxan
Where the Wild Things Are photo shoot got Dugg (also, new photos) [nvgr]
Jim Sterling's Profile Jim Sterling
Aliens vs. Predator multiplayer trailer is pretty amazing
Kyvon_08's Profile Kyvon_08
Fails at blogging.
Mxyzptlk's Profile Mxyzptlk
Left 4 Dead 2: Interview with a Zombie 2
RonBurgandy2010's Profile RonBurgandy2010
The Allure of Power: A Critical Analysis of inFamous
Sharpless's Profile Sharpless
Dante's Inferno: What the hell is the problem?
Y0j1mb0's Profile Y0j1mb0
A Destructoid Thanksgiving.


 

 
  get involved

register or login
post a blog
post a forum
enter a contest
contribute a news tip
suggest a feature
be a guest editor
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meetup+play online
seriously

about Destructoid
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator
Despingation?




Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006