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The Details of Dead Bodies in Gaming

Via Stephen Totilo's Second Player blog, his most recent post at MTV concerns dead bodies in videogames. This rather morbid topic may seem like a small concern, but it's a big deal for the people making the games. From the article: "Dead bodies have been vanishing in games for decades because of technical difficulties. Old 2-D games -- like just about anything on the original Atari, Sega and Nintendo systems -- could only display a limited number of character graphics, or sprites, on a TV screen at one time. Letting a zapped enemy lie prone on the playing field caused problems, limiting the amount of new things, like new on-rushing enemies, that could be drawn onto the screen. 'You would end up sacrificing one of your precious moving objects to display an essentially useless dead body,' [game designer Ralph] Barbagallo said." With the advent of the newest generation of consoles, Totilo explains, we now have the luxury of corpses as far as the eye can see.

41 of 195 comments (clear)

  1. The luxury of corpses as far as the eye can see... by It+doesn't+come+easy · · Score: 4, Funny

    Ah, that makes it all worthwhile...

    --
    The NSA: The only part of the US government that actually listens.
  2. Realism by master_kaos · · Score: 2, Insightful

    Anything that adds just a bit more realism is usually a good thing (in video games). There are cases where there can be too much realism, but this isn't one of those things. There is defiently a point where you will want to dispose the dead body - otherwise the environment can be completly littered and could possibly pose framerate issues. But either way, with the increase of horsepower these new consoles have, it will be extremely interesting to see what type of objects they place in our virtual world that used to not be possible.

    1. Re:Realism by Short+Circuit · · Score: 5, Interesting

      I wish corpses remained solid. It would add a whole new element to gameplay, making it a priority to get your butt through a hallway before the corpses pile up to the ceiling.

      Also, in team play. Want to block off a path? Litter it with your opponents' corpses.

    2. Re:Realism by Impy+the+Impiuos+Imp · · Score: 5, Insightful

      That's fine -- as long as they carry through to the logical extension -- you can blow up the corpses into smaller and smaller fragments, or grab them and throw them out of the way.

      I'm sick of bushes that either don't exist as immaterial, or are like a spike of some mithril adamantium substance that causes a truck to flip over.

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      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    3. Re:Realism by antime · · Score: 4, Informative

      In the old C64 game Nemesis the Warlock you had to pile up corpses to make platforms to reach high parts of the levels. In some levels this was the only way to reach the exit.

    4. Re:Realism by mmalove · · Score: 4, Interesting

      Ahh yes, nothing like playing some flatout or carmageddon, and hitting the corner of a wooden shack or frail tree with a mac truck only to be completely wasted due to that object being "permanent". There was an MMO released last year called auto assault, which unfortunately lacked in many areas, but one thing I really liked about it was the nearly completely destructable environment. Roll up into an enemy camp guns ablaze, or roll OVER the enemy camp, through every building/structure.

      If corpses are going to block projectiles, they need to be destructable. I could see this adding quite a bit of strategic element to even an FPS. I really wish that in battlefield 2 the tanks wouldn't immediately explode, because they made great infantry shields right up until they went boom, and presented a nice little mobile fortification.

      If corpses don't somehow hold an interaction with the game, I see little point in their long lifespan. If I can't pile them high as a makeshift sand wall, or eat them to regen some health, sweep them along to digital heaven already.

      --
      You can get 15 minutes of fame, but you can go down in history for infamy.
    5. Re:Realism by cowscows · · Score: 2, Insightful

      I'm sick of bushes that act as barriers. First off, I could probably jump over that bush in real life. But even if I couldn't, my character is carrying a chainsaw that he already used to cut a half dozen dragons into pieces. You mean to tell me that that same chainsaw can't cut through a few shrubs?

      Uh oh, a wooden police barricades. No way I can get past that. I guess my character isn't flexible enough to crawl under it, or strong enough to just push it over. Nevermind the rocket launcher that I'm carrying.

      --

      One time I threw a brick at a duck.

    6. Re:Realism by SeaFox · · Score: 2, Interesting
      I wish corpses remained solid. It would add a whole new element to gameplay, making it a priority to get your butt through a hallway before the corpses pile up to the ceiling.

      Think what this could have done for Doom. Demons with variable mass! A demon in the hall that is too large to push past at 20% health, but you can at 60% (or if you have a Bezerker Pack). Demon corpses blocking the path of new demons. How about being able to pick up demon corpses and throw them at oncoming attackers?
    7. Re:Realism by markh1967 · · Score: 2, Funny

      I was always glad that, when playing Doom, none of the monsters thought to make armour out of whatever the doors were made of.

      --
      Input error. Replace user and press any key to continue.
  3. Thief by starwed · · Score: 3, Interesting

    I'm pretty sure dead/unconcious bodies were a game element in Thief; didnt' you have to hide them to avoid alerting any guards who stumbled across them? (I've never actually played Thief, but I remember my roommate dragging the bodies into closets all the time.)

    1. Re:Thief by Kelbear · · Score: 4, Informative

      They were also around in Hitman games, I never cared for the silent assasin, stealth, 1-kill-and-exit approach. I just killed everybody and piled up the dead in the bathroom. Good times.

      Die by the sword had persistent corpses, along with dismemberment. So you could cut off a kobold's head, throw it at it's partner, then hack off the kobold's limb to beat the partner to death with it. Fun.

    2. Re:Thief by Lehk228 · · Score: 2, Informative

      there was a bug in the game. if you let a guard chase you through a door, shut it and stand part way blocking the door. as soon as it starts to open the head pokes through the door and you can hit the model with your blackjack, but the line of sight test to make sure you KO with the blackjack tests from the other side of the door and so you can KO dozens of guards in a row at a door.

      --
      Snowden and Manning are heroes.
    3. Re:Thief by LighterShadeOfBlack · · Score: 2, Insightful

      Calm down. It's only a game.

      Notice I said "typically" and "you" as in the average player. Sure, some people never played it at the hardest setting, so what? They're games, they're supposed to be fun. Sometimes I played it on expert and occasionally I just wanted to be a bastard and kill every single enemy. You know, play the game, not just move through it at the hardest setting checking off levels like it's some kind of task to be completed.

      Even if you played to kill it was never going to be Quake-like since outright battling would inveitably lead to your death so the stealth element wasn't lost, just lessened.

      --
      Spelling mistakes, grammatical errors, and stupid comments are intentional.
    4. Re:Thief by VultureMN · · Score: 2, Funny

      That'd explain all those meatloaf dinners he kept inviting people over for.

  4. This will surely improve DOOM by drinkypoo · · Score: 3, Interesting

    Because an episode called "Knee-Deep in the Dead" kind of lacks impact when the dead don't lie around, let alone stack up to your kneecaps.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:This will surely improve DOOM by My+Iron+Lung · · Score: 2, Informative

      There certainly were corpses in DOOM.. they just looked the same from every direction!

  5. UOZaphod by UOZaphod · · Score: 5, Interesting

    This reminds me of one of my buddy's D&D stories. The DM would track the corpses on the map and would force players to make a skill roll (I forget which one) if they wanted to step over a body. My buddy asked if he could carry a kobold corpse around with him to lay in front of enemy combatants to force them to make a roll. The request was denied, of course.

    --
    "The unicode stuff in the latest version is working fabulously well. My russian mafia friends are ecstatic."
    1. Re:UOZaphod by PFI_Optix · · Score: 4, Funny

      "The Lich lunges forward and...trips over a dead kobold."

      "I pick up the dead kobold and hit the lich with it."

      "Eww"

      --
      120 characters for a sig? That's bloody useless.
    2. Re:UOZaphod by Constantine+XVI · · Score: 2, Interesting

      It's been 4yrs since I played, but I'd say it would be a standard Dexterity check. And if that was my table, by all means he would be allowed to drag the corpse around and put it in people's way. Of course, he would have to deal with things such as: the weight of the corpse, handling the corpse steadily and the decaying body (which would bring in disease, as well as the smell of a dead body).

      --
      "I think an etch-a-sketch with an ethernet port would beat IE7 in web standards compliance."
    3. Re:UOZaphod by hal2814 · · Score: 4, Funny

      In my DM opinion, if a player comes up with a novel solution, it's at least worth a roll. I had a player one time convince me that letting his character scream like a woman would surprise the enemies for long enough for the other players to each get in an attack. The idea surprised me so I allowed it. I let him roll against charisma/4 (the div 4 was for the small likelihood of such a thing really working). He hit it. I let him repeat it with exponentially diminishing odds. Eventually it wasn't worth wasting a turn over, but we still occasionally talk about the group of fire golems he stunned by screaming like a woman. The DM is there to create and/or interperet an exciting world, not lord power over everyone.

    4. Re:UOZaphod by Cervantes · · Score: 4, Funny

      One of my favourite moments came in a game of Magic a few years ago. The DM was a dick whom we shortly thereafter stopped playing with, but at the time we were giving him the benefit of the doubt... so he decides he wants to kill us all, for some unknown reason. So he sends us into this large, open field, with only a small shack and a few trash cans to hide behind, and then pops a Black Ops helicopter with mega armour and 6 turrets of chain-gun goodness up from no-where. One of our mates tries to shoot it. "Whoops, no natural 10, your bullets bounce off harmlessly. Now, let's calculate your damage taken from being shot by it." (picks up 6d10)...
      Yeah, he was a real winner.
      So, anyways, bullets don't work, rocks don't work, apparently the structure of the chopper is magic-resistant so melting it or turning it into a giant donut isn't an option. So, with half the party shredded, up comes my turn. Me, the mental/hand-to-hand guy.

      Me: Can I see the pilot?
      DM: Yeah, I suppose, through the bullet-proof canopy.
      Me: I plant a suggestion in his head.
      DM: Hah! He's a trained soldier, getting him to go back to base or crash into the ground is gonna take a natural 10! Pfft, go ahead, what's your suggestion?
      Me: You know his control panel?
      DM: Hah! He's a trained soldier, you'd need a 9 to get him to think snakes are coming out of it! Give it up!
      Me: The "engine fire" light is on.
      DM: ...
      DM: ...
      DM: ...
      DM: ... crap ...

      We broke up that gaming group shortly after, but I'll always remember with great relish and glee, the moment that he had to grudgingly admit that getting someone to believe some simple tiny light bulbs was on wasn't really that hard, and that the absolute, unavoidable consequence of a pilot seeing all his Engine Fire lights on would be to stop fighting and immediately land somewhere close and safe to inspect the aircraft.

      I'm sure this is completely unrelated to the article, but your story just reminded me of that, and how much I enjoy finding novel solutions to problems.

      --
      If I knew the wedgies I gave you back in 6th grade would have resulted in this . . . I might have taken a moments pause.
    5. Re:UOZaphod by XO · · Score: 2, Insightful

      game of Magic? Do you realise that Magic is a card game?

      --
      "Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
    6. Re:UOZaphod by Cervantes · · Score: 2, Informative

      Yep, Mage, that's it!
      Nice game, I liked the open system... it wasn't "learn this spell to do this many points of this damage to that opponent"... it actually gave a chance to use some creativity in the game.

      --
      If I knew the wedgies I gave you back in 6th grade would have resulted in this . . . I might have taken a moments pause.
  6. Total War. by maroberts · · Score: 3, Informative

    AFAIK, the Total War sequence of games has no problem tracking dead bodies, and there may be thousands of them!

    Certainly Rome:Total War leaves the dead on the battlefield, even if they are simplified. Even missiles, such as arrows are tracked into the ground and only disappear after a while.

    I fail to see the problem with letting the dead pile up, they're just objects like everything else.....

    --

    Donte Alistair Anderson Roberts - hi son!
    Karma: Chameleon

    1. Re:Total War. by Impy+the+Impiuos+Imp · · Score: 3, Funny

      > Persistent corpses was one of the early improvements for Dawn of
      > War. It's actually an important strategic resource for the Necrons now.

      Persistent corpses are an important strategic resource for the Neocons now, too.

      Hah! Beat you to it!

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    2. Re:Total War. by Impy+the+Impiuos+Imp · · Score: 2

      Another reason Total Annihilation was ahead of its time -- the "corpses" of your giant robots were burned out hulks on the battlefield, which could then be mined for metal. They also provided blocking areas, too. And if they took enough damage, they turned into a small debris field that no longer blocked, but could still be mined, although for a much reduced amount of metal. Trees could be mined for energy, but if the forest caught on fire and burned, the burned stalks could only be mined for much less energy.

      Yeah, it was sweet to be able to use elevation to your advantage for hiding or shooting farther. The lame POS that was Warcraft III allowed this, but on all the maps, I only ever found one spot where I could use the elevation to my advantage such that my tower would shoot farther than a god damned meatwagon, at least on the hardest mode.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  7. One step further by plopez · · Score: 2, Insightful

    By extension, wouldn't you have to mop up the blood stains as well?

    --
    putting the 'B' in LGBTQ+
  8. Not a problem anymore by Anonymous Coward · · Score: 3, Insightful

    Disappearing bodies is not much of a problem anymore, because fewer games (especially those that emphasize realism) have infinite enemies. If a game does have infinite enemies it must have disappearing bodies or someone is going to spend ten hours killing enemies to make it crash, just because they can. More powerful hardware can certainly increase the number of bodies the game is capable of displaying, but can't ever eliminate the limits.

  9. Kerrect! by way2trivial · · Score: 2, Funny

    try playing the level 30 of doom with monster respawn in god IDDQD mode.... in about 10-20 minutes it will crash.. too much information..

    --
    every day http://en.wikipedia.org/wiki/Special:Random
  10. Let's play Doom again. by kabocox · · Score: 2, Interesting

    With the advent of the newest generation of consoles, Totilo explains, we now have the luxury of corpses as far as the eye can see.

    Any one remember playing the original doom and getting to that one map where it was you and a massive room full of demons? I cheated to get through it. Now we can have hills of demon corpses. O.K. They most likely mean human corpses, but that's the least interesting to me. Unless they are thinking about decomposing corpses and how long it takes which could be very interesting game play in where a massive battle field that isn't cleaned up spreads disease and what ever troops are around that battle field end up dead.

    Another thought would be revisiting the same areas/maps where previous battles were fought and the dead piling up over the generations the map has been used. Think of the dead becoming just part of the background or that they you have to bury them or burn them to prevent disease and end up making a new map if played several times.

  11. ...corpses as far as the eye can see... by iggy_mon · · Score: 2, Interesting
    but will they render 400,000 dead?

    http://en.wikipedia.org/wiki/Darfur_conflict

    Estimated number of deaths in the conflict have ranged from 50,000 (World Health Organization, September 2004) to 450,000 (Dr. Eric Reeves, 28 April 2006). Most NGOs use 400,000, a figure from the Coalition for International Justice that has since been cited by the United Nations.

    i'd rather they didn't lay around. it's nice to see the payoff for good play but this is supposed to be a game not an experiment in psychology (i'm guessing here, maybe it is :-)

    --
    --iggy_mon - www.ananonymouskiller.com - Die Trying -
  12. Not really a recent thing by Jerf · · Score: 2

    We've had this capability for a while. And I don't even mean "I've seen it in other games"... I really mean that we could have been doing this for a while.

    The problem is that even as consoles improve by a factor of 10, game designers/programmers/whoever decides the features try to improve the graphics by a factor of 11. Witness the PS3 games that have framerate troubles... forget console fanboyism, forget everything like that, that is nothing more and nothing less than bad judgment by the game developer and biting off more than they could chew.

    Forget about the extra power to display corpses... despite our gaming rigs having more power than I would ever have dreamed of in my childhood, we still have games that can't keep up 30fps. I'd rather see more attention payed to that than corpse retention.

  13. Yeah That's Always Bugged Me... by Greyfox · · Score: 2, Insightful
    In a lot of games where the corpse IS left around none of your enemies ever seem to take note of it. Oblivion made a halfhearted attempt to for town guards but it didn't seem like any of the monsters in the game would ever notice their tribe/packmate lying there in a pool of his own blood. Likewise in WoW a patrolling mob will walk right over the corpse of one his (presumably) friends without even blinking.

    I'm all for stacking the dead up chest high in the game but if you're going to do it then you should also make the in-game characters react with horror or whatever's in-character for them.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    1. Re:Yeah That's Always Bugged Me... by Impy+the+Impiuos+Imp · · Score: 2, Interesting

      Worse than that, you can attack a group of three monsters on patrol (e.g. the goody goody centaurs near the tauren lands), quick-slaughter one and run away before the remaining 2 can kill you. Run far enough and they give up and return to what they were doing, and where, which means they march back to where they were on their patrol point and continue.

      So you see the idiotic spectacle of supposedly intelligent and goody two-shoes creatures reassembling on top of the corpse of their now dead companion, and ignoring him and continuing on with their patrol. Not aborting the patrol and returning to base because 1. they're under attack and 2. they need to report, which is the entire point of the patrol given they don't have walkie talkies.

      Stupid. But CoH is no better with you attacking bad guys in bases while their buddies stand 30 feet away and do nothing, even though they clearly see and hear the fight.

      Why are there no "hard" online games? Yeah, I know the market for competent people is mighty small compared to that of bumbling buffoons, but some of use want an MMORPG equivalent to Serious Sam on Serious mode.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    2. Re:Yeah That's Always Bugged Me... by Speck'sBacon · · Score: 2, Informative
      For a console game that gets this more or less right, see Metal Gear Solid 2 and up (and the GameCube MGS: The Twin Snakes). Bodies can still disappear for garbage collection under 2 conditions:
      • The body is discovered by a guard, who presumably checks the body's pulse, and when he finds him dead, the body is cleared from the playfield, and he guard radios in the alert.
      • The body was a member of an attack team sent in to find and attack your character during an alert. The bodies are cleared to keep from cluttering the area, and to make consessions for RAM limitations since reinforcements will continue to arrive for each attacker killed until a preset limit have been taken out, or you manage to elude your pursuers for a set amount of time.
      Soliders will notice the dead or unconscious, and react accordingly, so hiding these dead or KOed soliders in lockers, dumping them over the side of the ship, or hiding them behind those crates over there, etc. becomes important. And if you opted to go non-lethal, you need to often act quickly since the soldier will wake up at some point, and either call in an alert, or go back to his partol route (depending on how he wound up unconscious). There are limitations, but the developers worked well within them I think.
  14. This wasn't what I had in mind with ragdolls by Animats · · Score: 4, Interesting

    I'm responsible for some of this. Here's the first ragdoll falling downstairs, from 1997. Yes, that's how that cliche started. I'd written the first ragdoll system that really worked right, so it was time to make demos. The first try had six-legged bugs dropping through a funnel, which is tough technically but not very interesting. Then there was the big mecha toss, to show that we did heavy objects right. (Most game physics systems still get that wrong. The physically animated objects all move like they're very light. We call this the "boink problem". There's a cube/square law in contact handling that's not captured by the impulse/constraint systems.) So I was looking for a hard case that exercised the system and was way beyond what anybody else could do back then. The fall down a circular staircase was it. It's a tough multiple-collisions problem with friction against multiple surfaces, and contact computed against the polygonal geometry, not some oversimplified model. Every step and every stair railing is an individual object; the feet can slip through the space between the railings.

    After we did that, everybody did ragdolls falling downstairs. It got to be a cliche, like caustics on shiny logos. One vendor in the early 2000s had a waterfall of bodies falling downstairs as a GDC demo.

    Our original plan was that this was a step to physically-based character animation, where the chararacters really balanced and moved because their feet had friction with the ground. My eventual goal was real martial arts moves, where the throws really were throws. But the industry went off in a different direction - motion capture with interpolation. This provides a reasonably good look without having to solve all the control problems of robotics. The companies trying to solve the hard problem went bust, even after some systems that worked, so that didn't seem to be a direction worth pursuing.

    So what did we get from game physics engines? Dead bodies. As CPUs got faster and the algorithms improved, lots of dead bodies. Then, "infinitely destructible environments". Disappointing.

    1. Re:This wasn't what I had in mind with ragdolls by ardor · · Score: 4, Insightful

      From your site:

      "Our technology for high-quality ragdolls is patented. This broad patent covers most spring/damper character simulation systems. If it falls, it has joints, it looks right, and it works right, it's probably covered by our patent."

      Thank you for stifling innovation yet again.

      --
      This sig does not contain any SCO code.
    2. Re:This wasn't what I had in mind with ragdolls by ardor · · Score: 3, Insightful

      Its not that you patented your specific technique. Its the fact that your patent is broad. So with it you block any chance for high-quality ragdolls in games unless they use your solution.

      So, now, those who can, are not allowed to. Its that simple.

      --
      This sig does not contain any SCO code.
    3. Re:This wasn't what I had in mind with ragdolls by Anonymous Coward · · Score: 2, Insightful
      Those who can, do. Those who can't, whine.

      I think the gp's point was precisely that, thanks to you, nobody can any more.
    4. Re:This wasn't what I had in mind with ragdolls by Anonymous Coward · · Score: 2, Interesting

      Oh boy. The patents are VERY broad, and cover all spring equations that don't follow Hooke's law - including equations that are not yet invented! So if I invent one, YOU steal it right away with this patent!

      For all intents and purposes, this is a dangerous patent, and should be invalidated or at least narrowed down ASAP.

  15. It really does change the feel... by localman · · Score: 2, Interesting

    I remember a couple of hacks in Unreal Tournament that allowed you to keep bodies (and body parts) around as long as you wanted, as well as to keep blood stains, bullet holes, and powder burns on the walls and objects as long as you liked. Friends and I would crank them all the way up and play a small-room deathmatch. It actually made me queasy at points. By the end of the round the place looked like a slaughterhouse in hell. It was pretty damn disturbing.

    And, uh, I loved it :)

    There was still a technical limitation though, if you set it to keep them permanently and played a long round, your performance would degrade considerably over time.

    Cheers.