Monday 12 July 2010

Blog: Death in Games

Blog: Death in Games

The unknown mysteries of games...
From the early stages of video games, life and death has surrounded game play. For some reason the amount of limited tries became synonymous with the word 'Lives' and the definite defeat by the puzzle became 'Death'. While in our lives, the concept of life and death is irreversible, within games the whole idea changes. The number of lives is integral to developing game-play strategies.

Player's Empathy for the Characters...
A player's investment of time in the game is at risk when they're on their 'last life'. They become more careful and considerate toward the characters movements, directly affecting game-play choices.

Life after Death...
What happens after death is unknown; in many religions and cultures, rebirth or reincarnation are believed to be the paths of which our souls follow. In games, the characters are resurrected and re positioned not only physically in the level but also in time. Checkpoints are used as progress points recording the characters position in the level and other status e.g. items held, score etc.. If the character dies, anything that happened after the 'checkpoint' e.g. items collected or score increments is irrelevant and forgotten. However, to the player, all is not forgotten. They now know what lurks around that corner or behind that door. This gives the player hindsight.

If I could go back just one more time...
The ability to see the future is a controversial concept. A skill which allows a person to avoid future dangers or learn vital information otherwise unobtainable in the present. In games, it is an important part of game-play development. Knowing that if you open that door you'll be shot in the chest will undeniably lead you to chose to wear that bullet proof vest you've been lugging around in your backpack. The player becomes a kind of spiritual medium, almost conversing with the character who's already been shot, and the one that is just about to make that same mistake.

If at first you don't succeed...
Obviously certain games are more serious than others. Comparing Mario's number of lives to Chris Redfield's would render a different concept of game-play altogether. The super plumber's world encourages instinctive carelessness toward exploring the levels whereas area's of Resident Evil suggest a more planned and careful approach. Nevertheless, both invite the idea of try and try again.

What are we looking for...
Different genres of games offer players different reactions. Players looking for a rush or a bit of a scare might be a little disappointed in playing with Kirby. Whereas players looking for light-hearted platforming might be terrified at the experience of playing Condemned. However, being aware of the number of lives a character has left may induce comparable feelings. You're on the last level, about to provoke the last big boss. Expectedly the hardest opponent you've come across so far... but you've only got one life left. Mess this up and it's back to square one. You're heart starts to race and suddenly the adrenaline kicks in. You're reactions are spiked and you're ready to do battle! All this yet you're playing the Powerpuff Girls. This suggests that all players, no matter the preferred genre of game, are just looking to be entertained; on physical, emotional and intellectual levels.

All this talk of Death...
In conclusion, using the idea of life and death, games with a finite number of tries offer the fear factor to the player, who gratefully accepts. From a level or game designer's point of view however, this fear factor directly affects the way in which the game is played. Game-play choices are made with a quick glance at that number next to the avatar's head. Would it make more sense to offer infinite number of lives inviting the player to explore all the content of the game you've put so much work into, without fear of dying? Or instead give the player boundaries, reducing the number of tries yet increasing that feeling of excitement they play for in the first place? Or a happy (spiritual) medium perhaps?

Michael Piercy
www.michaelp.tk