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Mortality in games

 
 
STOATIE LIEKS CHOCOLATE MILK
12:21 / 23.09.07
I've read a couple of articles recently on this, and it was never something I'd given much thought to recently, but given that if you're anything like me you spend an awful lot of your gaming time actually dying, I thought it might be interesting to look at the different ways games deal with death.

FPSs that claim to be all about the realism yet give you as many saves as you want? MMOs where as a mighty hero all you've got to do is float about for a bit before rejoining the fray?

Obviously a realistic treatment of death would be to end the game right there and never let you play again, so for many reasons that one's not even on the table. How about games like Uplink, where you can restart as many times as you want, but it has to be with a new "account" and there are no saves? (OK, that's not strictly "death", but that whole system neatly sidesteps the problem).

Another way of sidestepping the problem is to work it into the story- to an extent, the corpse runs and especially the Spirit Healers in WoW are a way of doing this, a way of allowing a player to come back from death without breaking the game's internal continuity. Or Prince Of Persia- The Sands Of Time, where the Sands will allow time to be rewound to a limited extent, making a pretty nifty alternative to just activating another life. Or Bioshock's vitachambers.

Or did anyone used to play the pen & paper RPG Paranoia, where the player was a series of clones, each ready to be activated when the last one inevitably died doing something really stupid?

The thing that makes it all tricky, I guess, is what kind of penalty death should actually be. If it's TOO MUCH of a hardship, the player's not going to risk doing any of those really cool things they actually bought the game for. If it's not enough, then there's no sense that any of your actions actually mean anything. In WoW, I guess this kind of balances out for the most part; if you die of something fairly inconsequential and unheroic (being attacked by a bear you hadn't noticed while your eyes are off the screen and you're rolling a cigarette or something, say) then a corpse run should be a minor annoyance at worst. If you die fighting off a shitload of bad guys to get some treasure, and you know damn well half of them (probably the ones blocking your escape) will have respawned by the time you get back to your corpse, it is, fittingly, a much harsher penalty.

It's noticeable how the initially-really-fucking-annoying "ONE SAVE" system in Dead Rising really ramps up the tension. You don't have to lose your whole game due to one stupid mistake, but you have to be pretty damn careful nonetheless.

Probably the best treatment of death was in Amiga classic Cannon Fodder. You had a bunch of cute and tiny cartoon guys, each with names. They died at an alarming rate, and at the end of each game or level you would see a hill filling up with crosses; their graves. Paradoxically this semed to give the deaths greater gravity while at the same time allowing you to just send them into the fray wily-nilly and enjoy the mayhem of it all. I think it was for this reason that until the first Call of Duty came along there had never been another game that made war (as a game) quite so much fun while simultaneously making quite a powerful statement against the real thing.

And of course, when people bang on about the four endings of Deus Ex, they forget all the really bleak and almost infinitely varied alternate endings in which JC Denton dies and the world is doomed.

There's an interesting take on the subject here, but I'm far more interested in hearing Barbelith's ideas on the subject.
 
 
charrellz
23:51 / 23.09.07
I've always found the treatment of death in games a bit... odd.

I often find that the way death is managed in the game really changes how I play beyond just how often I save. It shifts the way I frame victory. In Unreal Tournament or Battlefield where I have a team objective and respawns, I recognize valuable deaths. I often send myself on suicide missions if I know it will aid the team. In Baldur's Gate, the second a character dies I hit the load save, because I feel I would be letting down that character to let them fall in battle that way, unless it REALLY fits their character (I'm looking at you, Minsc). In D&D, I try to avoid deaths because it leaves a player sitting around with nothing to do.


I've been kind of toying with the concepts lately for a paper & pen round of D&D I'm planning, in which the players will each have three unrelated characters, but only one is played at a time. Whenever a character dies, the next one in the stack appears a bit later where the previous died, with only a vague idea of what is going on. Alot of this is because my players are mostly actors, and will have fun roleplaying so many different characters with ever changing social dynamics (ie, how does Character A react when the very commanding Character B is killed and the timid Character C joins the party).

I'll be back later with other more general thoughts on death in games, but I have other matters at the moment, and apologize for the incomplete post.
 
 
Jawsus-son Starship
09:18 / 25.09.07
The two sides of realistic deaths; Battlefield allows you many lives, but you can only get shot once. I like this - it feels like a realistic representation of war, the fraility of the human body. Collecting spawn points allows a visual guide to how your side of the war is doing, lets you slow your eventaul destruction.

The otherside was the Terminator 2 game for the Gameboy. It was crap. You only had one life, if you died the game finished, and in the end I never made it past the first boss, and the game quickly gathered dust.
 
 
Jawsus-son Starship
10:45 / 25.09.07
I suppose the point I was making is that, in a roundabout way, death is boring in games. How awful would it be if you spent several hours carefully playing a game, no saves allowed (no saves in real life), only to get shot in the head by a sniper, or mis-time a roof top jump and end up splattered at the bottom of an alley, only for the "Game Over man, Game Over" sound to, well, sound, and have to do the whole game again. Poorly thought out check points in a massive bone of contention, turning good games bad, bad games worse. No check points would end with many a disc slung out of open windows.
 
 
STOATIE LIEKS CHOCOLATE MILK
11:54 / 25.09.07
Oh, quite. As I say, a completely realistic attitude to death would ruin the entire hobby. Who's any good at anything on their first game? Not you? Fine, you never get to play it again. You got mortared just after basic training- you're DEAD.

But there has to be SOME penalty (well, OK, in certain types of games there does) or there'll be no tension.

I totally agree about checkpoints- some games do it well (Far Cry, while very punishing, was not overly unforgiving) and some do it terribly (too many to mention). It really is a far more important part of game design than a lot of designers seem to think. Done well, you don't even really notice or remember where they are- you just respawn ready to have another go at the bit you fucked up before, not several miles beforehand. If you're always conscious of how far it'll be to the next one, or that you've got to sit through interminable cutscenes* to get back to where you were, they're doing it wrong.

*Actually, by my earlier logic this would be a very good deterrent to dying... except I'd rather they made dying something to be feared than something immensely tedious that may put you off even bothering.
 
 
Happy Dave Has Left
12:19 / 25.09.07
Oh man, is this ever a hot topic. I can remember games from way back when that had no saves whatsoever, on the C64 and their ilk, where you had to just stand there and play play play play until you were red-eyed and exhausted. I think the marathons forced by games of that era are partly what made gaming so impenetrable for years, except to a certain kind of personality that just. had. to. beat. the. game.

One of my favourite bloggers, John Scalzi, occasionally does game reviews, and I remember him pontificating on this aspect of game design. His point was that as the median age of gamers evens out, taking in people in their twenties, thirties and forties, it will be harder and harder to justify games where you can't just pause and save at any point, because games without this functionality are an implicit 'fuck you' to anyone who wants to pick up a game, play for a bit and put it down again. Which, he argued, over time will be more and more of the gaming population.

Personally, I've yet to see a game which really accurately or realistically penalises the gamer combat-wise - I'm thinking FPSs mainly. You have all the game conventions, like screen going a bit red, health packs etc. Or you swing it the other way to a single hit killing you instantly. I've never seen a convincing mainstream game that would, for example, slow you to an absolute crawl if you're hit in the leg, or haze your vision over from blood loss from a sucking chest wound. In most FPSs, you can be hit a dozen times or more and keep going, and you'll be instantly better if you run over that first aid kit.

The one exception to this that I've seen (and it's far from perfect), is a Battlefield 2 mod called 'Project Reality', which specifically limits player actions to make things (a bit) more realistic. I'm not about to splash out on a PC just to play it, but I'd love to play something on console that approximated the playing experience shown in this mod.
 
 
Closed for Business Time
12:39 / 25.09.07
How can death and dying or just getting injured be treated as game factors that could make games more interesting?

Adding realism is obviously one factor, as HQ touched on above me. But could morbidity and fatality be treated more as game modes rather than a penalty or a nod to realism? More imortantly, could they be fun, or add emotional depth, which doesn't necessarily mean they would have to be realistic.

Example: a FPS where dying turns you into an undead, with repercussions for how the controls work, how to reach certain (or all) game goals and what kinds of interactions the game environment will afford you. There might well be games out there where similar things happen, I'm more of an ex-gamer these days and have been for a good while. For reference, the last FPS I played to any significant degree was MOH:AA. Ah, takes me back!
 
 
Thorn Davis
12:58 / 25.09.07
I always find it effective when the feedback from taking damage is somehow frightening or unpleasant. Like how in Doom 3, when you got walloped by an imp your vision swings round, red scram marks strike the screen and your guy screams. Or in Resident Evil 2 where there's the horrible nibbling noise opf your character being eaten. That always works for me - although in terms of a game mechanic it just worked the same way as usual.

There's been a few games I think where you can't die in the sense that the games stops. Didn't Shadowman and Soul Reaver both have the sort of mechanic described above where your death just puts you into a warped version of the level, and things work slightly differently? I think some puzzles in Soul Reaver actually relied on you being dead.
 
 
The Strobe
13:41 / 03.10.07
Here's one interesting take on mortality in games: that of the Steel Battalion series.

So, in them, your pilot is your savegame. And the huge, dedicated controller, has a great big eject button.

If you get blown up in game and eject, you survive, but you have to buy a new mech/VT, which is expensive and not good...

...the alternative is failing to eject. In which case your pilot is dead, and your entire savegame gets wiped immediately. There are no backups. There is no forgiveness.

The alternative view is that of Planescape Torment, in which you play an immortal character who wakes up on a mortuary slab; every time you die, you simply wake up on the slab again, with all your memories and plot intact. After a while, it becomes a viable tactic...
 
 
Evil Scientist
13:51 / 03.10.07
That sounds similar to the old megadrive game "Shakan, the Forever Man". The character is effectively immortal and is basically questing in order to be allowed to die and jumps through gates in the astral plane to kill off various evil nasties. If the character "dies" it simply returns back to the astral plane and can either start the mission again or try another one. But you always begin the quest from the start.

Very frustrating, however (maybe) unintentionally it does give the Player a vague sense of the endless nature of Shakan's existance.
 
 
Our Lady Has Left the Building
11:30 / 06.10.07
The first Aliens Versus Predator game, Rebellion had to release a patch to allow some game saving because it was so difficult that people were complaining and giving up. I don't think I ever did finish that game, though being freaked out by facehuggers also had something to do with it.
 
 
Knight's Move
10:32 / 12.10.07
I've been kind of toying with the concepts lately for a paper & pen round of D&D I'm planning, in which the players will each have three unrelated characters, but only one is played at a time.

I played a similar idea with friends recently using the Kult system in a 'teen slasher' setting. The multiple 'lives' allowed it to actually be a slasher - many deaths, many many deaths - and give you the actual fear of death and the realisation that your character might be one of the victims without your death leaving you sitting around for several hours. The one drawback was the lack of characterization in depth possible as you had to bounce between roughly sketched archetypes. Then again we were playing a teen slasher rp, the whole purpose was to play sketched archetypes with dark secrets and angst...
 
 
wicker woman
03:07 / 17.10.07
Not so much character death, but I was always impressed with how the Medal of Honor series handled the deaths of enemy soldiers. Staring in wonder at the blood on their hands before falling to their death, a few last gasping breaths as they lay, shuddering, on the ground... it held a decent amount of impact, at least for me, in portraying these 'enemies' as actual people rather than just Bad Guy Avatars.

Of course, that impact gets snuffed out somewhat by a shot-by-shot breakdown of what exact body parts you shot these guys in at the end of the level. =/
 
 
Yay Paul
17:15 / 20.10.07
Has anyone played Battlefield 2142? I know essentially it's a BF2 mod, but not having played BF2 i don't know what's the same... anyway.

I personally like the conquest or assault games, where each side has a respawn counter which ticks down upon a players death. Now the nice bit is if you happen to be playing the Assault class (essentially a Medic with a gun) and you resurrect a fallen comrade before his body disappears the counter doesn't tick down.

I think, for an FPS, this system works really well for team play. If your side keeps working together res'ing all the fallen and the other side doesn't it's game over pretty quick.
Obviously FPS games are time limited and don't really trouble players with repercussions and i think they shouldn't, FPS's for me are my pick and and play for 15 mins games, they should be fun action.

MMO's or RPG's are much more immersive and as such should have bigger penalties for death. Although most of these are still built around the game play.
Even the more advanced ones like EVE where if you get killed, actually killed not just loosing a ship, you get transferred to your clone. Transferral to your clone is all fine and dandy unless you forgot to upgrade it (save) in a while, if that happens you loose all the skill points between your current amount and the saved clone. Although, after a while, that just teaches you not to forget about your clone.

What I'd really like to see in a game is something of a choice, morally speaking, on how you and your character deal with death. Want to be undead/immortal fine but there will be penalties, you're a vampire you can't go out in the sun you have to eat people etc. Want to be the 'heal myself' type ok but if you heal yourself you are going to hurt the people around you (perhaps the ones you're trying to help) by taking their life.
 
 
Yay Paul
17:29 / 20.10.07
Should have read the link first, it clearly says you can res people in BF... Ah well.
 
  
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