Sin And Punishment In Games
Thanks to NTSC-UK for their article discussing how games punish players for dying. The article starts: "Repetition has always been considered to be a pretty basic form of punishment and is still quite commonly used form even today. Fail a task, go back to the start of the level. Fail too many times and you go right back to the start of the game." It goes on to highlight save/restart points as changing this dynamic, saying that "...the most controversial aspect of the save point's growing role in videogames was the confusion between its two roles: acting as a marker which players are taken to when punished, and as a point where players could stop in order to resume play later on." Is there such a thing as being able to save too often?
"Is there such a thing as being able to save too often?"
Oh yes! Quicksaves are really convenient, but they take all the challenge out of some games.
- progress. save. progress. save. progress. die. reload. progress half as far. save. experiment. save. etc. etc.
There are two drawbacks to quicksaves, or saving too often in general.
- No risk experimentation.
The player really isn't afraid to jump out that window or off that cliff. They can dive into a room full of armed thugs without any fear at all. The lack of risk and fear of losing your "life" takes both immersion and reward out of passing an obstacle or event.
This is sort of a side-effect of having too many saves, but:
- Spoiled gamers? Not really, but in a way its really difficult to go back to games that don't offer such lenient save functions. I was just playing a game the other day who's title completely slips my mind, but it was a FPS with no quicksave function. It drove me nuts. Forced me to complete whole stages without using my magic F5 key (Oh the horror!). It really made me think of the impact it has on a player to be given such powerful tools and abuse them without knowing it. And when a game imposes stricter saving rules on the player (me), I get really peeved about it.
So in a lot of ways, saving too many times is more than just a placeholder so I can stop playing momentarily, or a punishment. It's a cheat.
Where death in games matter most is multi-player FPS titles....the game is pointless when there are immediate respawns
That's one of the things I hate about them (aside from the fact that I suck). There's no rankings penalty for getting killed a lot, so players just go kamikaze and boost their kill count. The old Air Warrior game had a statistic called "kills-to-death ratio" that was universally respected. It rewarded self-preservation and was a true indicator of skill.
With regards to the 'die and restart completely' Nethack is not alone, but is certainly in a minority. I play Angband myself (another game in the Roguelike genre, which is noted for its permanent deaths) and, although I used to scum (briefly) I found a permanent death more exciting.
On the other hand, roguelike games usually have random dungeons, while most commercial games have fixed plots. Once you've been through it once, the second and third and ninth time are just boring and a waste of time...
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I really liked the approach that the earlier (dunno about newer) Wing Commander games took. Rather than worrying about making the game full of traps and difficulty that forces the player to save often, they used a rather extensive tree-based storyline -- it was possible to fail a mission and still complete the game. Heck, it was possible to fail every mission and still complete the game, you would just get a very lackluster ending where the Kilrathi rule the universe and the humans run away with their tail between their legs. :)
While not a magic bullet, I think this approach has a lot to offer, but has very rarely been used since. Even Deus Ex, hailed for its exceptional storyline where what you did made a difference, it was still very linear. You could make small changes and maybe save a few people here and there, but it still didn't offer much incentive in the way of replayability.
While in Wing Commander, it was still possible to 'cheat' the system by saving before every mission, and playing the mission until you 'won', it was not always clear which outcome was a win. And in any case, playing the game that way would clearly be a lot more frustrating than simply playing through and not caring whether you always win, and just do your best. In effect the players who try to 'cheat' the system in Wing Commander are actually punishing themselves with repetition of missions. The casual gamer never has to repeat anything.
Food for thought. I'd like to see more games like this. Even Wing Commander's storyline was fairly primitive. Only two branches per mission. There were no partial wins.
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