Quantcast


Destructoid Discusses: Is death in gaming dead? photo

I kinda have death on the brain right now, which led me to pose this week's question to the Dtoid staff. And I learned a valuable lesson: Citing an example in the topic is a good way to derail a conversation to discussing said example for a long time. Still, it made for some good chatter.

This week's guest is the incomparable Mxyzptlk, who I continue to curse for having to choose the most difficult to spell name in the DC Universe for his handle. Follow along past the jump to see what the gang thinks about the finality of death as it is known in gaming today.

Conrad Zimmerman: The concept of a final death, the "Game Over" screen, has all but disappeared in videogames. Between checkpoints and autosaves, there's barely any penalty for death any longer. And, as we all know from the latest Prince of Persia, some developers are even working to eliminate the act of dying altogether.

But simply because you can't technically "die" in a videogame, does that automatically make a game easier? Is death in gaming a psychological hindrance to success? Should we care that this aspect of games is going by the wayside?

Dyson: Anyone who complains about the non-death in Persia needs to reexamine the way the play games. To look at this particular game and say that it is too easy denotes a viewpoint of a person who either; hasn't played games in the last ten years, or hasn't been paying attention to the games that they have been playing.

Although no one technically ever dies in a video game - you can always put in another quarter, right? - every game is designed to keep you going. The "deaths" are merely a stopping block to progression and only, in gaming's current form form, teach how to get better at the scenario in which you failed. Old school games are truly games that occasionally punish you for failing, and they are the main reason that I still think that people who can best older games are better at gaming than people who only play today's games. There were real negatives to bad games back in the day and complete failure would set you back to an earlier level or sometimes even to the title screen.

Even though that was the case back then, games have become more experiences than true challenges in today's market. Games now will always give you infinite second chances when failing. Dead Space, for example, will restart you back at the last loading pint. Halo, Crackdown, and Call of Duty, will all give you a respawn point when you get overwhelmed and die. To credit Persia with some sort of lack of challenge is ridiculous because it only does the exact same thing that all other current games do, but it gets penalized because it's a platformer.

So you can't really die in Persia? Wow. Show me a current gen game that you do die in, please. The only difference in Persia is that is doesn't say "you die" when you fail. It still sends you back to the last checkmark like all other current games and still provides a challenge in gaming skill. If you're a person that finds this unpalatable, then I suggest that you find some other type of hobby to enjoy because this is how gaming is today.

As far as there being no true Game Over screen in today's games, I feel that it is indicative of the type of games that people of this generation are used to and is now the industry standard in game development. If you're missing out the feeling of a true challenge in gaming, I suggest you go back at least one or two game generations and play those games. If you are upset by the way that games have moved from challenging experiences to just experiences, then I suggest that you direct your ire towards yourself.

The way games are today is because of you. Your dollars spent on games that support this play style are directly responsible for the continuation of the style. To quote V for Vendetta, "If you're looking for the guilty, you need only look into a mirror."

Adam Dork: Ummm, does this mean we need a new discussion?

I can't argue with that...although I feel that PoP's "set-back" death thingy was no hindrance to your progress in the game in which other games do feel you are "punished" or set back in some way cause I actually cared if i didnt succeed. In PoP, I never had any cares about what happened to the Prince, especially during the fight/duels. There didn't seem to be any consequence for doesn't something wrong which steers me to be a better player.

Who cares if I miss a block in a duel with the warrior, I can't die or get hurt. At most, he gets a little health back that takes a hit or two to bring back down. It didn't make me want to try at all. Same with the jumping sequences, I didn't want to try cause the deaths seemed meaningless.

So that is my problem with non-deaths in PoP.

Joseph Leray: That's interesting. Even though Adam agrees with Dyson, there's still something missing. For me, dying in God of War or Ninja Gaiden just made me want to try again. Even though there's no "penalty" except for some lost time, something about the game(s) made me want to come back and be better (or, sometimes, just luckier).

I haven't played the new Prince of Persia yet, so I can't comment, but Adam's explanation makes it seem like there's some sort of psychological disconnect between Elika saving your ass and the need to become better at the game.

Dyson: Apologies if I sidetracked this. I just get a little irked when fools be nagging on this game for something that happens in every game out today.

Does not dying in a game make it easier? Yes. To quote Topher, who I think inadvertently quoted me, "the only thing keeping you from finishing a game these days is time." I'm pretty sure that I've said this multiple times on RFGO! and I still believe that it's true.

Joseph Leray: Well, there are still a few that adhere to old ways -- Godhand, most shmups, Ninja Gaiden (although some of its difficulty is artificial), etc. But yeah, for the most part, this is an argument we should've been having 8 years ago. Which isn't to say that this Dtoid Discusses isn't relevant -- I just think it's interesting how Prince of Persia has created a polemic out of a design choice 10 years in the making. Weird how we latched on to it.

Anthony Burch: I think it's more interesting to ask whether or not this death-that-isn't-death choice affects other aspects of the design.

For instance, many jumps and obstalce sections in PoP were not particularly well-done (you could dodge one killer black thing on a wallrun but run into a second during the same run because you can't change speed or direction after initiating your wallrun), seemingly because the level designers figured, "eh, fuck it, they're only going to get pushed back thirty seconds."

Dyson: I do like where this discussion is going, though. And it's not to say that there are things lacking in the new PoP, but it getting slammed for the reason of never having a true death is stupid.

Being a person that totally enjoys gaming in all its forms, I've noticed that the lack of any true end game in games of today does make for better experiences, but worse gamers. I don't rail against this idea too often, but when people of this gen tell me that they're good at games I just laugh.

Not being able to die in a game takes away from trying to be better at it. Not saying that games today don't project that fail/succeed impact, but PoP was the only current game that gets rid of that mentality completely and allows the gamer just experince. Isn't that what gamers want these days? Maybe I'm a little out of touch, but I can't see how in this landscape that this is nothing more than a progression of how games are headed as opposed to a failing on the game's design. PoP gave you what you wanted, did it not? A game that lets you play it without any penalty.

Jonathan Ross: Some of DtoidLA was actually talking about PoP earlier today, and a discussion similar to this came up.  If done properly, I don't think that no death is necessarily a bad thing.  I think when people criticize Prince of Persia for being to easy, they get drawn to the no-death aspect of it, but it's really more of the fact that the game is just a giant series of quick time events that don't even really require precise timing.  I haven't played a ton of the game so I don't feel qualified to really go into it, but even from watching people play it really just seemed like a "press A every 5 seconds" kind of deal and it didn't matter if your timing was off.

Because PoP is the only game that is coming to mind right now where death is literally absent (I know there are more, but I'm too tired to think of them right now), I don't have much else to add.  If we want to add in a discussion though about how games are becoming easier in general, and it's much, much harder to die in the first place, then I have a whole boatload of things to say about the bullshit that is immediate regeneration of health in most of today's FPSes.

Adam Dork: Yeah, PoP was definitely a big QTE game. I felt like I played half of the game with only one hand on the controller. It could've almost been made for a DVD player and be the same.

Jonathan Ross: I'm going to do something crazy and use a sports analogy here, but generally to me, a game with no penalties whatsoever almost seems like a sports game where you don't keep score and "everyone wins".  Some people like it, but it's not particularly my cup of tea.

I view games (with a couple exceptions) as a competition.  I'm either playing against other people, playing against the computer, or playing against myself.  Victory feels much more hollow when there really weren't any obstacles along the way.

Adam Dork: I never wanted a game without penalty. Penalty makes me try different tactics and makes me want to play the game better. It strives me to do a better job. Penalty makes me care.

Dyson: Ross, I could spend hours on the fact that if you hold still in an FPS you get "healthier." If games are going for true realism, and one of the many detractors of that idea is the I found a ham in a garbage can that is ubiquitous in games like Final Fight from back in the day, I can understand the mentality. But to say that somehow holding still regenerates your overall health, to me, is equally dumb.

Stating that some factor of keeping yourself alive over another is a somewhat moot point when all the mechanics of staying alive in any game, regardless of their generation, needs a certain amount of belief suspension.

Jonathan Ross: The belief suspension I don't really mind, since picking up a health pack and being fine, or getting shot 5 times and still being alive are just as unrealistic, and some games actually give a semi-decent reason as to why your health regenerates.

The problem I have is with what it's done to the gameplay, and I understand that a lot of it has to do with putting twitchy shooting games onto consoles, where they generally have to run at a slower pace for a variety of reasons.  I have two big problems with it:

1.  If you find yourself getting overwhelmed, you just hide behind a concrete barrier, basically become invincible, and then pop out 10 seconds later with a brand new "life".  There's no incentive to aim well, play strategically, or really try to plan anything because if you get in trouble, you can just hide and everything is perfect again.

2.  To compensate, the "difficulty" in these games typically comes from the computer just throwing cheap, almost unavoidable 1 hit kills at you, where progressing almost becomes more about luck than any kind of skill.  Some parts of the original Gears of War I could blow through on the hardest difficulty, and then other parts I would just get one hit killed over and over again, and the parts that would happen at changed every time I played.

Left 4 Dead still stands out to me as a game with a perfect challenge level, because when I die, I KNOW it's because I (or my teammates) fucked up.  It's not because a hunter fell out of the sky and one hit killed me, it's not because a smoker halfway across the map I couldn't see headshotted me with his tongue; it's because my teammates and I made a critical mistake.  Someone shot a boomer, someone ran ahead/behind, I decided to continue on instead of taking out the smoker I saw stalking us through the last section.  THAT is the kind of difficulty I fear we're moving away from, and we can even see it in PoP where Anthony was talking about the jump you have to make where you can't time it properly because you can't see what's around the corner.  I can enjoy an easy game just as much as a hard game, but I want to know that the actions I take and the decisions I make have a direct impact on whether I succeed or not.

Hopefully I'm not derailing the original topic too much, but I think this talk about difficulty is pretty closely tied to death in gaming...

Jonathan Holmes: I'd like to get back to Conrad's original question for a second. (editor's note: Why bother?)

Is death in gaming dead? No, in traditional videogaming, death is alive and well. Games like Geometry Wars, Wii Play: Tanks, Mega Man 9, and The Last Guy are all fairly punishing in terms of the amount of death they hand out, and far those deaths set you back.  However, in "interactive narrative experiences" like BioShock, PoP, GTA, and in the typewriter free Resident Evil 5, it looks like death is dying. It's not totally dead yet, but it's headed there, and I think that's Ok.
 
If you put over fifty million of dollars into making a game, you're going to want people to play it from beginning to end, and for them to have fun the entire time. You wouldn't want to risk the player getting frustrating and quitting your game permanently because they died. When people who haven't been playing games for +10 years die in a game, they often think "Shit, I'm dead. Death is permanent. Therefore, I permanently quit playing this game."
 
That's why I think they chose to make death not really "death" in PoP. The series is all about defying natural law and doing the impossible, so I can see why the really didn't want anyone playing the game to get that sinking that they"died". For me, not having that sinking feeling is a turn off, but I can imagine that for a lot of people it makes all the difference in making a game appealing.
 
Like take Pikmin for example. For years, I've been trying to get people to play that game (and by "people", I mean girls that I've dated). Almost all of them hated the game. Why? Because they can't stand the guilt they feel when even one Pikmin dies. They'd rather not play the game at all than shoulder that kind of life responsibility.
 
I've told them so many times "Don't give up! That one Pikmin might have died, put you're still alive! You can always grow more!", but it doesn't matter. The death of just one Pikmin is usually enough to turn them off to the game for good.

Nintendo did too good of a job at maiking you love those little fuckers. 

Brad Rice: I just went through several hours of grinding last night in Soul Nomad in an attempt to make the last boss easier to beat. In that time, I most definitely died a half dozen times, and lost a few hours worth of gameplay. I think that in RPGs -- especially tactics RPGs -- you have to make a big gamble with grinding and death. In both Soul Nomad and Disgaea, I have to be smart about how I protect every unit, and most importantly, my leader. So, the fear of death is constantly upon me as I try to win big in terms of leveling up and getting some kick-ass items, but I could lose all of it if I make a wrong choice.

So, at least in one genre, the fear is still alive and well.

Jonathan Holmes: Good point, Brad.

One of the main reasons I don't play a lot of tactics RPGs these days is that the fear of loosing a unit is often to much for me, since death if usually permanent in those genres. 

Mxyzptlk: I believe that the goal in phasing out the "Game Over" screen hasn't necessarily been to make games easier, just less tedious.  To be frank, the entire reason it exists in the first place is as a carry-over from the arcade days, where the designer's job was to get you to plunk as many quarters in the machine as possible.

Games are still evolving as a medium, and developers are torn between trying to cater to gamers who crave skill-based challenges and those who play for the experience.  As I see it (and I have yet to play it, so I can only go on what I've heard and observed second-hand), Prince of Persia is leaning heavily towards being an "experience".  I think we'll be seeing more and more games with a narrative go this route.  Other titles like Alone in the Dark have experimented with ways to make titles more accessible to a larger number of people.  Let's face it, if someone hits a brick wall and isn't able to beat a game because of a high difficulty, they're less likely to spend the money to buy more games.  That being said, there's always going to be a place for titles that reward players for skill, such as Geometry Wars or the highest difficulties in Rock Band / Guitar Hero.

I'm sort of amused that for all the complaining about Prince of Persia, nobody has mentioned another recent game where death has zero consequence: Braid.  All you need to do is simply hold down a button and rewind time back as long as you wish.  Even in PoP: Sands of Time you were limited as to how many times and how long you could go back.

Jonathan Ross: In regards to Braid, I think it works because of the type of game it is.  In a puzzle game like that, you're not going to be able to move forward until you figure out what you need to do; if you restart and keep trying the same thing over and over again, it's not going to work.  The game is really figuring out the puzzles instead of brute force trial and error like Mega Man or Gears is.  In Prince of Persia, there doesn't seem to be much thought or figuring things out - you push A when it tells you too and sometimes something you couldn't see or avoid because you don't have control over the timing would kill you, and you just do it again hoping you guess the timing right.

Additionally, a number of the later puzzles in Braid acted as a "game over", because you could very easily get stuck and have to restart the level.  You weren't dying, per se, but you could mess up to the point of having to go back to the very beginning.

I do agree though that having death not be a consequence is not necessarily a bad thing.  I Wanna Be The Guy would usually throw you just back to the beginning of the screen when you died with unlimited lives, and there were typically saves on almost every screen. Because of the nature of the gameplay though, you still feel a sense of accomplishment and that you've beaten something when you pass a level, just because it's insanely hard and often takes a fair amount of thinking to figure out.  My concern is that the shift to these "experiences" removes the sense of accomplishment, which is one of the main reasons I enjoy playing games in the first place.  I don't want games to end up basically becoming movies where you're just pressing "A" to get to the next 5 minutes worth of footage - at the very least, I want to have to do something to earn it.

 








More gaming stories around the web. Got news? Submit yours to tips@destructoid.com

Conrad Zimmerman is Destructoid's News Editor and home to the busiest mustache in the gaming press. An amateur historian and pop culture fanatic, Conrad possesses a nearly limitless wealth of videogame factoids and a passion for the power of games to teach, inspire and entertain. He enjoys reading, writing and turning things which should be fun into work. Likes Mega Man 2, Arcade Games, Books about games, Board games, Having cultural interests that aren't games Meet the rest of the team



Post a comment! You can also post a photo below:

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

38 comments | showing # 1 to 38
prev next

thepelkus's Avatar - Comment posted on 02/04/2009 16:22
thepelkus
For a complementary look at the role of death in modern gaming, particularly on the relationship of death to narrative experience, check this out:

http://www.geekstudies.org/2008/10/you-are-dead-continue

Note that the primary article is linked in the first paragraph, but that the blog entry I've linked to and its comments broaden the discussion of the topic. So read the article in the first paragraph, then read the blog post.
Scientist tz's Avatar - Comment posted on 02/04/2009 16:28
Scientist tz
Gone are the days of the "game over" screen because the screen is essentially meaningless. It's just an annoyance between the time you die and the time you reload your saved game.

The concept of "perma-death" in games always struck me as an interesting possibility but I've never been brave enough to attempt the few actual implementations of it (Nightmare ladder mode in Diablo 2, I think.) Even in Final Fantasy Tactics where your beloved characters COULD permanently die I would almost always consider that to be "game over" when it happened.
JoshDunford's Avatar - Comment posted on 02/04/2009 16:36
JoshDunford
Great write up. Left 4 Dead is a great example because it really gives you something to stay alive for; your friends.

If you die, you're not just screwing yourself anymore. You don't get a pithy Game Over screen, you get a "let me the fuck out of this closet before the next horde comes" screen.

Also; if you trick Mxy into saying his name backwards, he'll be banished back to the 5th dimension...try it out if you ever get frustrated with trying to spell his name again. That'll teach him.
sickNasty's Avatar - Comment posted on 02/04/2009 16:42
sickNasty
An interesting trend in some games is the concept of NPC allies that can die permanently, and thus having a permanent impact on the player's experience.

You can see it in Mass Effect, in which you decide between Kaidan and Ashley, and are given the opportunity to kill Wrex. Each of these deaths changed how the story played out.

Also in Far Cry 2, the buddies that can die if you don't help them in combat. As these buddies can provide support, and even save you from death, losing them has a noticeable impact on the game.
Solivagant's Avatar - Comment posted on 02/04/2009 16:46
Solivagant
Planescape: Torment had probably the best death system in the world. When you died, you'd be brought back to the Mortuary and then you'd wake up cause you're immortal. Only in very specific ways could you be permanently stopped.
Peteru's Avatar - Comment posted on 02/04/2009 16:47
Peteru
Well last FPS I played quite a lot was Americas Army and now L4D. Both have pretty big penalties for this genre. In AA being spammed with granade launcher in the begging of round could mean to 5 minutes before respawn, in L4D when you fail your team is being eaten and u lose 1/5th of a game in VS, or get back to 1 of 4 checkpoints in CMPNG.

I don't really mind removing death in some games, but still would mostly prefer penalties. In Bioshock killing big daddy with a wrench was possible if he was close enough to respawn point ... Quickload lets get him now! Was replaced with - ok 50% left lets finish him on this life ... or this 2 lives. But in fact it had little impact on the game.

---
I think wussification of games to suck up to these ppl that might throw the game for 50mln away is much bigger problem. In most 1st league games right now you can find many places where sharp edges were trimmed with loss of artistic value and appreciation from the core ... but one less potentially frustrating thing for casuals. Dying is just one of the things (and actually one I don't mind that much) Hollywoodyzation of another industry.
SephirothX's Avatar - Comment posted on 02/04/2009 16:48
SephirothX
"Death" in games is just another form of a penalty for doing something wrong. And I'm all for having penalties in games. Even though you respawn a little ways back in a Halo or Call of Duty doesnt mean you've cheated death or anything. You still died but the game just accelerates the process of reloading your game and going back to your last save, and the penalty for death is that any enemies you killed prior to your death have also returned and you must overcome the situation all over again. Stuff like this is exactly the same as what a Super Mario Bros. or Mega Man title does, just accelerated.

What I'm afraid is going to become more common is the lack of penalty (or as I call it, the sissification) of video games. More recent games seem to have turned death into a very minimal penalty, to the point where the only thing that changes is that you're spawned 50 feet back from where you were and everything that you did leading up to your death is still in place; none of your slain enemies respawn, partially completed objectives are still partially completed, etc. THIS is what I'm afraid of becoming more common in games because it eliminates any kind of penalty and challenge and simply turns everything into a battle of attrition. GTA4 does this (to an extent) and PoP felt guilty of this as well.
Peteru's Avatar - Comment posted on 02/04/2009 16:52
Peteru
One thing left out - when in the game you get to die a lot - I'm TOTALY FOR cutting to the chase. I wans less than 1/10 a second shot of my body on the ground/spikes/in the fire/whatever and back to checkpoint/last save... INSTANTLY.

If game allows you to save in the middle of the fight and load this save unlimited times - its pure annoyance to torture gamer with extra downtime looking at some screen.
SephirothX's Avatar - Comment posted on 02/04/2009 16:54
SephirothX
@ Peteru
Thank you, you gave a better example than me. Bioshock is the perfect example of a path I hope games do not follow.
JamnOnTheOne's Avatar - Comment posted on 02/04/2009 17:02
JamnOnTheOne
The question isn't so much "is death in gaming dead"...It's "why aren't games difficult for the niche "hardcore" crowd anymore".

I think most of the complaints are due to the "PC-ification" of console games. PC games were doing saves/checkpoints/quicksaves/etc well before console games were. It's no coincidence that as PC developers have gotten more and more into the console space that they bring their quirks and gameplay devices with them as the hardware on which we play games matures into essentially PCs.
none's Avatar - Comment posted on 02/04/2009 17:05
none
I think death goes along well with certain genres of games. Definately shmups. I remember playing Contra3 over and over again, honing my skill and dying less and less, and how rewarding that made the game. But in a Zelda game it only annoys me. Most of the time I have a fairy for insta-revival, or I have a shortcut to the boss that just took me down (not that their current bosses are that tricky, but I digress). It feels like game design is being moved into 2 camps - challenge games and experiences. There's nothing wrong with either direction, it just seems to be the implementation that causes grief.
casualweaponry's Avatar - Comment posted on 02/04/2009 17:06
casualweaponry
It's not really death in a sense, but I think this relates perfectly to Burnout Paradise.

I've been trying to complete all of the burning routes, which are timed races from point A to point B. The problem is that unlike it's predecessors, BP has no restart option (yet).

In a way its frustrating, because if you don't win you have to drive ALL the way back to the starting point. But, it makes you a better player in that you're forced to learn faster routes. You're forced to takes more risks for boost/increase your boost chain. All of a sudden shaving one/hundredths of a second off of your time becomes a big deal.

I don't agree with permadeath (well, maybe for RPG NPC's), but I wonder if this no risk/all reward phenomenon is making gamers worse. Or in the very least not compelling them to become really skilled at a game that would actually require it.
Cowboy TTop's Avatar - Comment posted on 02/04/2009 17:10
Cowboy TTop
I think death in games is going through a transition period. PoP is an example of passing a life preserver to the gamer, just as you are going under, making it interesting but still in the same category as say, time mechanics in Fear or Time Shift (similar mechanics also used previously in PoP games).

Take a look at Call of Duty Modern Warfare. It lets you get comfortable with one of your characters, the kills him and crew in a grueling but very dramatic fashion. It one gaming death that I won't forget, for a long time. However, while it looked over, someone else took on the fight.

Using death in unique ways means no anti-climatic game over screens of old. Well placed save spaces cut down the pain of any deaths, just as things get tricky. Without them, we'd surely stop playing.

Personally, I don't mind dying in games, so long as saves or quick saves are fairly placed for me to pick up the reigns again. I don't really want my hand held while playing though. This is one of the reason I like the RE series, as it makes you think about keeping yourself alive. Be it ink ribbons or whatever.
none's Avatar - Comment posted on 02/04/2009 17:12
none
One more thing. Death seems to affect me more when its a character I've grown to like. In Half-Life death is just a return to a save point, but it still gets to me (in a good way). Maybe because I really feel for Gordon, maybe because I'm warned about broken bones, etc. It makes me want to do better. If Gordon was a prick, it'd probably just annoy me.
MPHtails's Avatar - Comment posted on 02/04/2009 17:21
MPHtails
There was one game where invinicbility was used well, and that was Wario Land 2. You couldn't die, and the nemies were often integrated into the solutions for the puzzles, so that really showed that not being able to die dosen't make things easier by itself.

I can see where newer games are going with this, though, and while I do like the Game Over thing more than the endless stream of lives like in Halo (Heck, I used to try to get Game Overs right off the bat anytime I got a new game, some of those games had pretty neat GO screens), I can't say that it seems like such a bad thing. Not for every genre, but for those Shootin games, it's really annoying to fight the same horde of enemies over and over again only to ge tcheapo shotted by some random enemy. Sure, it was annoying to do the same set of platforms over and over again in old platformers, but there it was mostly just skill issues instead of lucky potshots.
grafkhun's Avatar - Comment posted on 02/04/2009 18:02
grafkhun
Probably my favorite dtoid discusses ever, great conversation guys.

Also, for the record, PoP is obviously an 'experience' type of game. That's what it is designed as from the start, it's not like the old PoP games, it's something totally new. With that said, I really enjoyed PoP, would I want every game to focus on being 'experience-ey' from now on? hell no. But for what it is and what it has offered as a game (amazing visuals, great immersion, and fluid animation), I really liked it. I still want my hard-as-3-week-old-frozen-pizza games, but something like the most recent PoP here and there is fine by me.
thisissami's Avatar - Comment posted on 02/04/2009 18:17
thisissami
i'm interested to see how heavy rain will work, since apparently if the main character dies she ain't coming back. that's definitely got to change the dynamics of the gameplay in a way that we've never seen before in a videogame.
NinjaGoesWhaa's Avatar - Comment posted on 02/04/2009 18:21
NinjaGoesWhaa
I think it was mentioned by Dyson that the lack of death in games is a by-product of the shape of the games industry today, which is absolutely true. The corollary to this is the death of the arcade model. Death in games and the concept of "lives" was initially a money-making venture for arcades to generate constant revenue. With the console market/PC market and games being actually owned for $60 a pop instead of rented 1 quarter at a time, it was only a matter of time before the stop-and-go "game over" gameplay went the way of the dinosaur.

You could argue that it made games easier, but it also allowed the narrative for games to expand by leaps and bounds, and gives players an experience instead of just a gaming session. Sure in the most noble of cases this is true, and there are myriad examples of this being handled poorly, but the fact of the matter is that dying in a game - unless crucial to the narrative - is an out of place relic.
Holyetheline's Avatar - Comment posted on 02/04/2009 18:51
Holyetheline
I love permanent death in games. Back in the day I would play Sanfrancisco Rush on N64 and I'd always max out the number of laps to do for a race and turn deaths on. It was more of a fight to survive that way.

This was a very good discussion. I can't believe nobody talked about Fable 2.
gamadaya's Avatar - Comment posted on 02/04/2009 18:57
gamadaya
Yes, because I fucking killed it with my mad skillz.
The White Light's Avatar - Comment posted on 02/04/2009 19:12
The White Light
Death in games is very important, even if there isn't much in the way of consequences. I think it has a lot to do with immersion, as Adam was getting at. As someone who likes to get immersed in games, removing the deaths took away any tension in the game. Some might say that dying in the game breaks the immersion, but for me, and I'm sure many people would agree, the consequence is important. Look at any survival horror game. Could you honestly say that the experience would be the same if your character couldn't die? Even if this doesn't matter to you personally, can you really argue that others are not justified in feeling this way?

Lastly, I was on the edge of buying the new Prince of Persia and your initial review pushed me to get it. I haven't been this disappointed in a game in a long time, and the no death thing is only one very small part of the reasons why. Anthony's later post was far more in line with what I felt about the game.
retroNutZ's Avatar - Comment posted on 02/04/2009 22:11
retroNutZ
Great discussion. I dont think dying is dead in video games, it just makes less sense then it did when developers were relying on coin inserts. I would say death is necessary in certain situations (Halo, COD, Street Fighter, etc.). But something I would like to see more of in video games is a critical health meter where when you reach a certain low point in your health level, you then become more crippled and unable to run, jump, shoot, move. With something like this implemented you wouldn't necessary have to have a death sequence within the game.
Covertpoet's Avatar - Comment posted on 02/04/2009 22:29
Covertpoet
FOr the most part I do miss the game over screens, and having fits when i would get them on seriously tough games (I am Looking you PLOXS), but ultimatley the game dynamic is changing, so i am able to go with the times
Funksy's Avatar - Comment posted on 02/05/2009 03:35
Funksy
@Jonathan

"Shit, I'm dead. Death is permanent. Therefore, I permanently quit playing this game."

Really? You think this though goes through people's heads? Shit I hope not. It will be a sad, sad day when the gaming community is filled with members of this caliber...
Freekdeman's Avatar - Comment posted on 02/05/2009 07:12
Freekdeman
Far Cry 2 death mechanic works, Fallout 3 death mechanic works. If there is one thing to blame it is savegames. Savegames fucked it up. You used to keep on going cause you couldn`t save, nowadays its either respawn or a savegame that`ll pop you back.
Phalanxxx's Avatar - Comment posted on 02/05/2009 08:00
Phalanxxx
Ross's last comment there is an interesting one. Isn't this what we've been doing with RPGs for the last pick-a-time-period?
"oh no, sometimes I press the [place your menu button here] like the plates in PoP"
I think RPGs are ALREADY in that place where death is inconsequential, and I've never seen them as anything BUT a story experience. I don't think anyone played Chrono Trigger for the Active Time Battles...
JamnOnTheOne's Avatar - Comment posted on 02/05/2009 08:02
JamnOnTheOne
I still find it humorous that people don't think there was "death" in PoP. While you didn't get to see an animation of the prince crumpling up into a heap of broken bones (a la Tomb Raider) or impaled on spikes, you most certainly failed/died.

Not having to click "reload" or "continue" at another screen kept the player engaged and trying that one last time. If there actually was a "you are dead" screen that I had to click through every time I fell off something I would have pitched the game out the window. I can appreciate that the developer tried to do something different without having to reload the game world every time I died. It didn't make things easier...It just saved some sanity.

That said, I still think the game was rubbish, since it really was just one giant QTE.
Pangloss's Avatar - Comment posted on 02/05/2009 12:39
Pangloss
People complain about things like the spawn points in Bioshock and other such checkpoint nonsense, but they forget the original. It was Zelda. And no, not the later Zelda games, the original Legend of Zelda.

If you died, you went back to the start of the dungeon with low health, or back to the center of the overworld, which was certainly a penalty. But everything you accomplished before that was saved. You lost only your health and your position, not your money or your keys and items, and your progress was saved. In fact, dying in the original Zelda was the ONLY way to save your progress. It looks a lot to me like the precursor of checkpoint and respawn point systems.

Also, with regards to PoP, it's true that the game offered literally zero challenge. But that doesn't matter, you stupid masochists, because it was still fun and beautiful.
Archwright's Avatar - Comment posted on 02/05/2009 13:28
Archwright
Personally, I've always loved Zelda's death ticker. When I played through the game for the first time, I always expected to die. When I finished, I could come back, and make sure that I NEVER would have the blemish of having a death on my record.

Now, on the other hand Resident Evil 4's quicktime events are the bane of my existence. I always slip up at least one... and the game doesn't make me give-a-damn enough to fix it.

Zelda: Twilight Princess because it takes forever to get going, and it's basically impossible to get your dang fool self killed. So what's the point of replaying for a perfect record, when you start with one?

Just as a note, I loved the PoP: Sands of Time deaths. "No... that's not how it happened" and things like that only redoubled my resolve. The same goes for Metal Gear Solid and "Snaaaaake!", Resident Evil for and "oh no... Ashley..".

Death needs a hook, not necessarily a punishment. I have to be engaged in some way when my character dies, even if it is something as simple as blood rolling down your vision in Goldeneye, or the most aggravating 5 seconds of my life waiting to respawn in Halo.
KyleGamgee's Avatar - Comment posted on 02/05/2009 13:31
KyleGamgee
No mention of Fable 2? It fits perfectly with this topic. You don't die, you get "knocked out." The penalty for such is that you lose any uncollected experience and you receive a scar.

It's interesting that one of the achievements for Prince of Persia make you care about getting saved by Elika.
silvain's Avatar - Comment posted on 02/05/2009 13:35
silvain
I think the something else substituting for death as death in PoP works in most cases. There are a few notable, glaring exceptions, though. It makes the fights meaningless. Since there wasn't much penalty, they made the fights cheaper and gave the enemies the chance to trigger the QTE or "die" scene too much. When that happens, there's really no suspense or drama left in the action, and fighting becomes a big, cheap chore.

It works better in the QTE platforming because the sense of motion in the game feels good, and that makes me want to do things quickly. The no punishment factor isn't so bad in that case because it does break the motion.

That being said, Sands of Time >> Two Thrones > new PoP >>>>> Warrior Within.

...and part of that was because the death mechanic in Sands of Time was way cooler. Especially the, "That's not how the story went..." part.
whatisdelicious's Avatar - Comment posted on 02/05/2009 15:36
whatisdelicious
This abortion of a feature is stupid. It became less about "is death in gaming dead?" and all about "does Prince of Persia's death system work?"

Talk about a waste, especially considering that nobody participating really understood what they were trying to do with Prince of Persia.
Jumbo's Avatar - Comment posted on 02/05/2009 19:50
Jumbo
The problem with the lack of death in Prince of Persia is that it is dramatically incongruous. The whole point of the game, from the platforming to the combat is to do crazy dangerous shit that could get somebody killed. The fact that you can't get killed totally kills the tension. It's like watching a trapeze artist wearing a safety harness. It's the difference between NASCAR and bumper cars. If you're going to take away death, take away the whole pretense of danger too. But if you're going to have me believe that a character is doing dangerous stuff that's awesome because he/me is so skilled, then you got to make it so the stuff is actually dangerous.
Jumbo's Avatar - Comment posted on 02/05/2009 20:33
Jumbo
The problem with the lack of death in Prince of Persia is that it is dramatically incongruous. The whole point of the game, from the platforming to the combat is to do crazy dangerous shit that could get somebody killed. The fact that you can't get killed totally kills the tension. It's like watching a trapeze artist wearing a safety harness. It's the difference between NASCAR and bumper cars. If you're going to take away death, take away the whole pretense of danger too. But if you're going to have me believe that a character is doing dangerous stuff that's awesome because he/me is so skilled, then you got to make it so the stuff is actually dangerous.
Move the Bongos's Avatar - Comment posted on 02/06/2009 03:35
Move the Bongos
I wrote about it as well on my cblog.
riasedowbunk35's Avatar - Comment posted on 06/14/2011 17:53
riasedowbunk35
Cultivate happiness! I said briefly to the doctor: do you cheap imodium
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!