But irrespective of that, the beads thing in Kirvu and losing all those pick-ups in the Lego games is worse than losing a life as a deterrent to not get hurt. So close to getting the maximum reward for the level and BAM. Just another victim.
However, I am scared of death. Too Human taught me I should never try dying, lest I be given another 2 minute cutscene.
I really like how death works in Demon's Souls also. How you can touch other players' bloodstains and watch their last moments to learn from their mistakes, or just laugh at their stupidity. And then of course, when YOU die you run the risk of losing all of your hard-earned souls unless you can make it back to that point without dying again. It gives you a reason to be particularly careful to avoid death.
The game manages to avoid needlessly exploiting death because you travel with a character who saves you on the platforming sections. They managed to save all that time that takes you out of the game world, where you reload your game and sit through a loading screen, backtrack to someplace you've been before, and redo the same thing. Instead there's actually a story element that fits with the game that fixes this for you. This helps strengthen the bond between the two characters, and was seen in nearly every part of the gameplay design. They climbed together and had to assist each other on double jumps and scaling ledges. The Prince helped her up or caught her after large descents. The game continually added new dialogue to further emphasize their bond.
Then you get to one of the major boss fights in the game and Elika has been captured, with illusion-clones of her surrounding you. So as you ask yourself, which is the real Elika? It finally hits you. If I jump off this cliff, the real Elika will be the one who jumps out and saves you like always - and that's the only way to get past that part.
Then the game goes full circle by the end, with you having to save her. The game even has an achievement for beating the game with less than 100 "deaths," for people who want to preserve the older feel in previous games.
Prince of Persia was one of the only games that dared to try something new with death in gaming, and they were needlessly lambasted for it.
so they didn't force you into a death animation/reload ? cycle. in my book anything that shortens the time between re-tries is better than a DA/R set-up.
Gawd, i need to replay that game.
Permadeath makes games really tense, even if it's something slow paced like a rouge like, although i can totally see how something like that makes you stop playing the game
Great article, by the way.
You should be inconvenienced by dying, at least slightly (eg not Too Human). you screwed up and should be punished for it, not magically rescued.
If I had some chick doing that for me now, I would be commenting on this article, I'd be base jumping off skyscrapers.
SPOILER ALERT
Kat did not put her shields back up and she died because of it. That was not a particle beam rifle. Jorge's death was seen a mile away because all big spartans die that way and he's patriotic. Emile died a shitty fighter undeserving of his helmet and Carter was the only one who I felt for when he died because he did something and did not die in vain. Jun never even came close to dying. Noble 6 died because Bungie hates making the last missions fun so they forced you to not have recharging health and shields thus killing the player. Worst Halo story ever.
SPOILER END
I'd still take that over 2008's Prince of Persia, though. While not a bad game, no punishment for my actions makes my eventual triumph seem pointless. I was obviously going to win, so why did the bad guy even try?
In DS, your character traverses dungeons and caverns, dodging traps and slaying fiends, all the while gaining experience points (in the form of souls). As you painstakingly progress through the levels, you unlock shortcuts. Eventually you come across a boss. After killing the huge fucker, you are awarded with a save/warp point. That makes you one-third the way through the level. That means the levels are quite long, making the shortcuts all the more important.
When you die - and you'll die a lot - you are respawned as a ghost at the beginning of the level or at the last warp point. You have greatly reduced health and all your experience points were dropped where you lost your body. It becomes your goal to survive the level until that spot where you last died so you can regain those 50,000 souls. But if you die again, those souls are lost, replaced in continuity by your latest dying spot and your latest cache of souls - your new goal. Survive the level until you kill the boss and you get your body back together with a warp point to mark your progress through the level.
Obviously, the ethos of death and redemption is instigated by both the game mechanics and the player's own onus. Just as your progress through a level is marked in terms of soul-gathering and shortcut-making, this theme is bolstered by the player's growing familiarity of the monster/trap layout and his own increasing skill at combatting the game. The latter is just as important a factor as the former, as players are rewarded for their tenacity just as much as for their aptitude. Taken altogether, the system conveys a wonderful allegory on the theme of death.
Regardless, I spent hours struggling to learn how to play the game just to get to that level, only to 1. die a death I felt I shouldn't have died, as I felt I had plenty of time to eject from the cockpit, and 2. died a death that forced me to restart the game from the beginning all over again.
There's a reason that not many games feature permadeath anymore... it's simply impractical.
As for the PoP debate. I also liked the no death gimmick. I thought it was a brave concept that worked around the fact that in most games death is meaningless. However, its a pity that they used it in PoP, beacause the original 3d trilogy had one of the best methods of handling death of any game ever.
on a side note I didn't actually enjoy PoP 2008. I "died" a lot because I'd zone out between button presses. I'd start thinking about work while sliding down a crumbling tower and next thing I knew I was back at the top again for another run.
Oh, & the 2008 PoP was a big scabby waste of time with no death mechaanic, & no ending because you had to pay for it separately (sodding Epilogue, I mean, really?!!).
Bambi's momma on the other hand...
Otherwise...good post.
Narrative is definitely I factor I enjoy in a game, but the trend of games this generation that don't let you die, like Fable 2 and PoP 2008, disconnects me from the game. Halo/COD series are similar in that you don't have any limits on lives, however, you do respawn at checkpoints, punishing you to a degree. Then there's the old school school game design of platforming like Mario and Sonic, where you had a handful of lives, but once you ran out, back to the last time you saved. The first two Sonic's even sent you back to the beginning of the game if you died!
I do think there needs to be more of a consequence for death. Something along the lines of Fire Emblem permadeaths would certainly be interesting incorporated in a different genre. Imagine if your death altered the story of a game, and then you had to play as a completely different character?
This whole "death" discussion of video games is very intriguing...we haven't even touched on games like Pokemon where you simply "faint"!

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