Death
Posted: Thu May 07, 2009 5:34 pm
I thought I would open up a little design discussion here, after going through a few games that have extremely varying ways of dealing with death. This can really make or break the replayability of a game, or I suppose even the playability.
..also, I'm slightly avoiding work on a certain band that I really don't like.
So let's give a little background here. The ability to die is necessary in most games - it's what you're supposed to avoid. It's a way to provide a challenge. Get to this goal, do this thing, without dying. Death is the punishment for not doing something properly (or for being gay in a Christian game.. ehm, anyway).
But when does this idea become more of a nuisance and less of a motivation? When does it stop being a design philosophy and start being a way to avoid having one? I'll show you what I mean with a few examples of games I've played recently.
Fable 2: Peter Molyneux being the big teddy bear he is, doesn't want anyone to die. In Fable 2, you just get "knocked out", and a few seconds later, burst back into action, losing only the bit of experience that you hadn't collected from your downed enemies. Your character also gets a scar, which particularly if you're playing an evil character, could be a good thing.
The good: Personally, I commend this decision. It's something different. In a developer interview, they mentioned that they didn't want to force you to totally replay a section you died in, "because you're obviously having some difficulty with it". Most importantly, this means never going over and over a boss fight or puzzle that has some kind of unique obscure strategy, and being bored with it by the time you're able to beat it. This also allows for a greater possibility of choice in your character, which I'll get into a bit later.
The bad: I've heard it takes the challenge away, and similar things to that effect. While I see the point there, I don't really see a game punishing you for screwing up being such a great thing. Sure, it can take away one of your set number of lives, it can force you to replay that section, it can make you start from your last save, but there have been many many times I have been frustrated with games that do that. And not once in Fable 2 did I ever get frustrated; it just lets you play it seamlessly, and do as you please. When did this start being bad design.
Final note: Counting lives and restarting levels is design from when it used to mean another quarter or two being put towards the game by a very devoted child. Since the days of home consoles, it's just stupid. When you pay $60 for a game, you should be well within your rights to play and enjoy the whole game, without sticking you over and over in a section that you're dying in. Let's face it, if one section of a game has you dying repeatedly, chances are you don't like that part. Why is it then that that's the part of the game you're forced to play the most? Games spend so much time trying to be challenging that they forget to be fun. Which leads me perfectly into my next example.
Lord of the Rings: Conquest: As a review on these forums pointed out, fail one part of a level, and you start the whole thing over. Basically, each area consists of about 4-5 smaller battles, each with a particular objective (generally keeping orcs and the like from taking over your area). With scripted cutscenes, and entire level could be about 30+ minutes. The last battle in each one is the toughest, naturally, but that means you'll be the farthest in when you're most likely to die, so you'll have to play the entire level over every time. This is not good design, it's a good way to sell game controllers to replace all the ones snapped during play. Add that to the fact that things like flying dragons (I don't remember if they had specific names), can swoop down and take out even your main heroes in one hit, and you'll be getting some intense deja vu trying to get to the end of this game. But let's try to be fair here.
The good: Well for all the critics of Fable 2's system, it keeps it challenging. You're given a certain number of lives per battle, and you can't fuck it up, or you're back to square one.
The bad: Well, just about everything else, of course. Playing the same battles over and over again just to get back to the one hard one you repeatedly die at, listening to the same voice overs, watching the same cutscenes.. it gets really old. You'll either be bored, frustrated, or both at some point.
Final note: Conquest gives the impression that Pandemic somehow found a way to turn your console/PC into an arcade machine, getting coins for every death of a player. Their unquestionable adherence to old design philosophies ruins an otherwise very fun game. It also affects the illusion of choice the game gives you, which I'll get over with here. You can choose your class, which is a wonderful idea in theory. In practice, you have to choose what the game wants you to choose, or you'll be playing that section quite a bit. Hell, even if you do choose correctly, it's far from a guarantee of victory. Now, even this could be overlooked if the punishment for death wasn't so severe. Fine, make certain sections easier with a particular class. But impossible? Why bother giving the option? The truth is, through much of Conquest, your class is chosen for you - you're just not told about it. This brings me to the final example: the middle ground.
X-Men Origins: Wolverine: I'm using this as an example for two reasons: it's the most recent game that uses this design, and it's the best game of those by a long shot. In fact I've been meaning to post a review here. Wolverine uses a checkpoint system. Far from that of Conquest, these checkpoints are about a 5-minute run from one another. Add that to the fact that it's already pretty difficult to die (minus one section near the beginning) with mutant healing ability being what it is, and you have a far less frustrating game.
The good: You're never playing large sections of the game over again, but the challenge of getting past a certain area is still there.
The bad: You do still play sections over, and for certain puzzle sections that you can die in this causes a little bit of trial-and-error frustration, but it's minimal.
Final note: While not a groundbreaking strategy, Wolverine doesn't commit any unforgivable sins for its handling of death. It's effectively the first logical step from arcade to home gaming. Meaning it's better, but could certainly be improved with some more thought on its design.
Wow, this came out even longer than I thought. If you read the whole thing, feel free to PM me with your address so I can send you a medal. Anyway, this was meant to spark discussion, so whether you read the whole thing or not, what are your thoughts on dealing with death in games? Should we still be counting lives and starting levels over, or is there a better way?
..also, I'm slightly avoiding work on a certain band that I really don't like.
So let's give a little background here. The ability to die is necessary in most games - it's what you're supposed to avoid. It's a way to provide a challenge. Get to this goal, do this thing, without dying. Death is the punishment for not doing something properly (or for being gay in a Christian game.. ehm, anyway).
But when does this idea become more of a nuisance and less of a motivation? When does it stop being a design philosophy and start being a way to avoid having one? I'll show you what I mean with a few examples of games I've played recently.
Fable 2: Peter Molyneux being the big teddy bear he is, doesn't want anyone to die. In Fable 2, you just get "knocked out", and a few seconds later, burst back into action, losing only the bit of experience that you hadn't collected from your downed enemies. Your character also gets a scar, which particularly if you're playing an evil character, could be a good thing.
The good: Personally, I commend this decision. It's something different. In a developer interview, they mentioned that they didn't want to force you to totally replay a section you died in, "because you're obviously having some difficulty with it". Most importantly, this means never going over and over a boss fight or puzzle that has some kind of unique obscure strategy, and being bored with it by the time you're able to beat it. This also allows for a greater possibility of choice in your character, which I'll get into a bit later.
The bad: I've heard it takes the challenge away, and similar things to that effect. While I see the point there, I don't really see a game punishing you for screwing up being such a great thing. Sure, it can take away one of your set number of lives, it can force you to replay that section, it can make you start from your last save, but there have been many many times I have been frustrated with games that do that. And not once in Fable 2 did I ever get frustrated; it just lets you play it seamlessly, and do as you please. When did this start being bad design.
Final note: Counting lives and restarting levels is design from when it used to mean another quarter or two being put towards the game by a very devoted child. Since the days of home consoles, it's just stupid. When you pay $60 for a game, you should be well within your rights to play and enjoy the whole game, without sticking you over and over in a section that you're dying in. Let's face it, if one section of a game has you dying repeatedly, chances are you don't like that part. Why is it then that that's the part of the game you're forced to play the most? Games spend so much time trying to be challenging that they forget to be fun. Which leads me perfectly into my next example.
Lord of the Rings: Conquest: As a review on these forums pointed out, fail one part of a level, and you start the whole thing over. Basically, each area consists of about 4-5 smaller battles, each with a particular objective (generally keeping orcs and the like from taking over your area). With scripted cutscenes, and entire level could be about 30+ minutes. The last battle in each one is the toughest, naturally, but that means you'll be the farthest in when you're most likely to die, so you'll have to play the entire level over every time. This is not good design, it's a good way to sell game controllers to replace all the ones snapped during play. Add that to the fact that things like flying dragons (I don't remember if they had specific names), can swoop down and take out even your main heroes in one hit, and you'll be getting some intense deja vu trying to get to the end of this game. But let's try to be fair here.
The good: Well for all the critics of Fable 2's system, it keeps it challenging. You're given a certain number of lives per battle, and you can't fuck it up, or you're back to square one.
The bad: Well, just about everything else, of course. Playing the same battles over and over again just to get back to the one hard one you repeatedly die at, listening to the same voice overs, watching the same cutscenes.. it gets really old. You'll either be bored, frustrated, or both at some point.
Final note: Conquest gives the impression that Pandemic somehow found a way to turn your console/PC into an arcade machine, getting coins for every death of a player. Their unquestionable adherence to old design philosophies ruins an otherwise very fun game. It also affects the illusion of choice the game gives you, which I'll get over with here. You can choose your class, which is a wonderful idea in theory. In practice, you have to choose what the game wants you to choose, or you'll be playing that section quite a bit. Hell, even if you do choose correctly, it's far from a guarantee of victory. Now, even this could be overlooked if the punishment for death wasn't so severe. Fine, make certain sections easier with a particular class. But impossible? Why bother giving the option? The truth is, through much of Conquest, your class is chosen for you - you're just not told about it. This brings me to the final example: the middle ground.
X-Men Origins: Wolverine: I'm using this as an example for two reasons: it's the most recent game that uses this design, and it's the best game of those by a long shot. In fact I've been meaning to post a review here. Wolverine uses a checkpoint system. Far from that of Conquest, these checkpoints are about a 5-minute run from one another. Add that to the fact that it's already pretty difficult to die (minus one section near the beginning) with mutant healing ability being what it is, and you have a far less frustrating game.
The good: You're never playing large sections of the game over again, but the challenge of getting past a certain area is still there.
The bad: You do still play sections over, and for certain puzzle sections that you can die in this causes a little bit of trial-and-error frustration, but it's minimal.
Final note: While not a groundbreaking strategy, Wolverine doesn't commit any unforgivable sins for its handling of death. It's effectively the first logical step from arcade to home gaming. Meaning it's better, but could certainly be improved with some more thought on its design.
Wow, this came out even longer than I thought. If you read the whole thing, feel free to PM me with your address so I can send you a medal. Anyway, this was meant to spark discussion, so whether you read the whole thing or not, what are your thoughts on dealing with death in games? Should we still be counting lives and starting levels over, or is there a better way?