More games should be honest about death
rockpapershotgun.com
rockpapershotgun.com
Fire emblem is a good example of this. It’s a strategy game where you have about 30 characters who permanently die when killed in any battle. Most players just restart each battle until deathless runs are achieved- either due to emotional or practical concerns. So, when someone dies, it’s not sad, it’s annoying.
You also lose empathy if a character dies due to unforeseeable consequences of choices or shitty AI performance.
Legacy board games address these problems well. Because the state of the game is irreversibly driven forward by physical mutation of the game, it forces you to commit to your fortune and errors. I hope we see more of these games made. I haven’t seen this model used anywhere, but I could imagine a video game where you buy the right to do one irreversible play through of a story mode, cloud saved on their systems so you can’t manage the data yourself.
- Diablo 3's hardcore mode, where you have a single life and your gameplay and saves are on a cloud server
- Far Cry 2 permadeath journals
- Roguelike strategy games like Dwarf Fortress and Rimworld
- One chance, a browser game designed around a single playthrough (although the saves are hidden in a cookie that can be cleared)
Just focus on Vitality, pick a low difficulty level, and slowly grind the game.
Never died, had 1 close call due to Frozen.
"Games aren't hard if you lower the difficulty" is a strange argument to make.
You can take a level 70 weapon with a gem of ease, jump in at Torment VI and level a new character from 1->20 in sixty seconds even when playing solo.
Let it go.
The reviews are hysterical.
https://store.steampowered.com/app/595690/One_Hour_One_Life/
I'm a big Rohrer fan and death seems like a recurring theme throughout his games:
-Passage: where you pass through an entire life in 5 minutes
-The Castle Doctrine: a permadeath home defense MMO where you set death traps and try, often impotently, to defend your small family. When you fail to defend them, you'll get to watch the security tapes in detail and come home to their mutilated corpses.
The default is assumption, however, is permadeath.
I've certainly been in a group that decided to ignore the outcome of a session where we had particularly bad luck on the dice rolls because of the expectation that it would've made subsequent sessions unwinnable/not fun.
There's arguably more incentive to do this in the board games because restarting from a 'ruined' game state in fire emblem requires pressing a few buttons, doing so in the board game requires spending $70 again.
Ooh. I'd love to see a Fire Emblem style game like this. No main character, so any of them can die and not end the story. If a main character dies, someone else can take up their path, or it can slightly diverge. Ending depends on who's left alive at the end. It'd be a mess to do I think, especially dealing with when characters die and adjusting the storyline, but it'd be super interesting and you could easily get multiple playthroughs. I'd even say that the game allows you to do multiple ones, with each death/recruit being an autosave, so you can't undo it.
I bought the extra skins DLC pack and rewarded each soldier with unique armour when they reached the rank of Major. It was great.
Supports would be the harder to thing to find to influence the game at that point I think...But maybe you could even just do that down to NPCs commenting about how so-and-so look so in love, or how they glare at each other. Might flesh out the world a little more. Even maybe make them have rumors about ones who've died who they've heard about.
It's just a matter of bringing everything together I think. That's the annoying bit of it.
Buy even if they're short, they can be unforgettable. I would urge everyone interested in such a story to play "Brothers: a tale of two sons", which might have been some of my best 2-3 hours of gaming ever. Presenting it on this context might spoil some of it, but go in without any judgment or preconceptions and you'll have an experience that sticks.
It also had a great intro with goofy pics of the dev team (who the soldiers were named after) in military attire.
How about balancing a handful of levels so that it's impossible to finish without losing someone? You could replay in hopes of saving a character...at the expense of losing a different character.
Good emotional impact comes as a result of making choices for some trade off of greed, virtue, practicality, risk, etc.
I think a core issue for games is that loss is fundamentally at odds with player agency. In pre-written stories it ends up feeling cheap even if it was influenced by player choice. It is much better suited to games with emergent narrative, such as Dwarf Fortress, Rimworld, Crusader Kings II, or X-COM, but still stings more as an annoyance than something deeply emotional.
1 http://www.thatdragoncancer.com/thatdragoncancer/2016/3/24/o...
There is a place for these interactive stories, but hey are not video games.
So he created a game where the main character is literally broken and insane, killing huge swaths of enemies in a continually escalating apocalypse beyond his control. Throw in additional party members who are also broken and insane, and some point of view personalities commenting on how utterly horrible everything is, and on if the player is as insane as the character is.
It's not a great game and quite dated, but definitely has a message to explore which makes traversing the horrible contexts worth it. He went on to make Drakengard 3 and the related NieR games as well.
I think most people spend their lives trying not to think about death in a realistic way.
"Escape from Tarkov" is also praised for "feeling" realistic, but I can't say much on that.
Real life simulators tend to be boring / tedious compared to mass market games. "Sniper: Ghost Warrior 3" is probably one of the least generous (as far as health goes) games I've tried to play, and it was tedious and boring. That's not to say one example means the idea is inherently as bad as that one game, but it does limit appeal significantly.
(Often the same FPS game will let you scale the difficulty from easy to something where being shot multiple times probably means death/restart/whatever.)
And then watch the memories fade in real time
that happening to a nonsignficant character
first of all, there are plenty of games where the top tier of weapons can kill you instantaneously with a single headshot or even bodyshot.
the thing is, this concept is not particularly realistic. in real life, it is pretty rare for people to die instantaneously from a single shot. while there are a couple key points on the body where this can happen, usually people are going to bleed out over the course of minutes or hours. while this happens, the injured person can be anywhere between totally incapacitated and running around killing people, not even aware they've been hit. it's hard for me to see how this could be incorporated into a fun set of game mechanics. people like all kinds of different games, but in general I suspect they are looking for something a bit more deterministic than reality.
The truth is that sounds a bit stressful to me, and the reality of how online PvP frequently evolves I’d be surprised if it worked out long-term. Part of the joy of games is being able to try again and again and perfect your gameplay. A game that punishes exploration and growth sounds dull, not daring.
The original Splinter Cell comes to mind. You were supposed to be a stealthy spy, so killing was often counter-productive to your goal. But if you were really careful, you could go beyond that and opt to not commit violence at all, by thinking of the best way to sneak past, trick, and divert your enemies.
Putting aside the morality of it all, from a challenge/fun perspective, games make it all too easy to kill, but so much more difficult to avoid it. But some of the most satisfying experiences can come from thinking about the perfect strategies to not kill your enemies.
It is curious though, why so many games require killing/violence to be fun, when there is arguably a lot of untapped fun and new strategies to be had without those mechanics.
I've been fascinated by the consumption of violent content in general over the last few years, but I struggle to find good reading on the topic, and my usual internet hangouts haven't been super helpful (I suspect some redditors think I'm an anti-gamer by asking about research into violent content consumption).
"Games" instead of the interactive experiences they are
Pretty much any heavy topic has a gamer saying "I think we SHOULD we able to have [this controversial thing] in games!" and it sounds horrible.
From the gamer's perspective it is as benign and intense as reading a book, or watching a movie, but calling it a game, VIDEOgame even - something in the minds of the population as a play thing for children, and coupling it with adult controversial peril - just won't get the message across.
Of course we aren't for censorship in mediums, which means anything goes.
I think the way this topic is framed - primarily due to the name of the medium - has slowed this discussion down.
For me the perfect example was (the particular run I had in) Undertale. Where if you never watched the trailer you only learn the truth at the very end.
For what I have tried of "interactive mediums" they are harder to build an emotional connection than books, movies, and games.
Debating what videogames should and shouldn't do is always going to undermine its own message with people that don't really why adults are talking about videogames
I think it's a sign of the medium maturing - more adults are playing and demanding more complex experiences than just collision detection and pattern recognition can provide.
Where do you see that? The same genres of games are as popular as ever. At best you can say a niche is forming but that's about it. Nobody is "demanding" anything.
I think this type of narrative-driven investigation of a complex and uncomfortable topic is something which games can do extremely well. But few games attempt it. I wish more did; it adds a level of depth and intimacy which I haven't experienced with other media such as books or film (though some came close).
Earlier installments also killed off characters (The Boss, Big Boss) in tragic fashion.
The Last of Us & Final Fantasy VII also had some good plot points that dealt with tragic deaths.
Fiction (and games are a form of fiction) separate parts of life from their context so that we can experience them by themselves. It's always going to have appeal.
https://itunes.apple.com/au/app/florence/id1297430468?mt=8
https://play.google.com/store/apps/details?id=com.mountains....
Also being "honest" or "constructive" does not mean being "heavy". The best stories almost always leave lasting life lessons, in this regards games are not different from any other popular medium in the history of humanity.
I don't play them. I play games for fun.
> I honestly believe that there’s room for everything within games. I’ve not hung up my assault rifle just yet. But I found genuine catharsis in making and playing videogames that deviate from safe themes to examine challenging subjects. Something as messy and complex as death has begun to make a least a little more sense.
You play games for certain reasons. The writer builds games for certain reasons. They're not demanding you buy them.
I'm not one to play "political" games, but IMO, they are no different than political or personal movies, poems, or letters. Video games are just one more medium of which society can use to connect and communicate with other people.
Have you played the "This is fine" flash game? Its actually a deeply personal + political discussion point as well.
https://namsang.itch.io/thisisfine
These games aren't necessarily designed for maximum enjoyment, they're optimized for maximum discussion and community connections.
I mean... to a degree it is. Certainly not to the same degree as Papers Please, but that's a high bar.
Or maybe I just read my own assumptions into the game...
It does not make you feel bad when you slaughter inmates, it does not try to portray them as people; not even as dehumanized people, this kind of analysis is just not in the game.
(Disclaimer: I played it a while back, maybe it changed from the last time I saw it)
It was an explicit goal of theirs to do that, including giving every prisoner a backstory.
Whether they accomplished their goal of portraying them as people is a different story, but they did try.
^ Also an exceptionally callous way of looking at things.
tldr; Advocating to get others to give a damn about something that will be experienced by a minority of people falls on deaf ears, because people really don't - and won't - care about something until it affects them personally.