Dying in games.

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Cogwheel

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IWBTG? IWBTG isn't too bad. Just... well, never play roguelikes. They will make you weep (something which would be understandable anyway, I admit). Especially ADOM, but really, any of them.
 

RobCoxxy

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Feb 22, 2009
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Javarino said:
I think probably the best thing to do is either make frequent autosaves to save time (not just complete a level, get a checkpoint) or go the way of Metroid Prime.( I like this one) In metroid prime there are these evenly spaced save stations, each time showing a little animation. They are spaced where gamers normally need a break, and before every boss fight you can find a save point so if you die, you aren't suddenly battling the guy again, you are reloading from a previous save. It's the best way to go, and makes dying not so bad, but not nice enough that you would want to die repeatedly.
The one before Metroid Prime made you navigate some platforms while being attacked by metroids on the way to the boss chamber, though. :p
 

CrikeyO

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Jul 1, 2009
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nick n stuff said:
try crash bandicoot. dying in that series was always fun cos of the variety

i agree with save points being awesome but i much prefer the ability to save wherever
Didn't he start playing a didgeridoo when he hit a Nitro crate?

OT: I think Splinter Cell: Chaos Theory had the perfect save system. The option was presented to you when you got past certain points in a level, but you also had the choice to save whenever you wanted.
 

RollingDigits

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Mar 26, 2010
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Op, your opinions are opposite of mine! :) I think dying is good, depending on the game's difficulty. If a person is playing on very easy, they shouldn't die. If a person is playing on very hard, they should be struggling (assuming first playthrough). I like challenge, but I'm not a masochist or very good at games. I'll never beat the original Ninja Gaiden without cheating and I know it (but I did beat the 2nd xbox one :D), but that doesn't mean it needs auto saves every two seconds. Hell, auto saves are kind of annoying. I much prefer being able to make my own system of rotating saves and a constant quicksave (I abuse that quicksave button so much...).

So my point is this: If you don't like dying, play on easy mode.
 

Vet2501

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You ***** about the game not auto saving enough, so why not just use the quick save button? That's what it's there for.
 

TOGSolid

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WorkerMurphey said:
Arkham Asylum wins the best fail/death experience award in recent memory.
I just had flashback's to that game's MGS 1 homage HIDEO scene.

Fuck, that almost made me brick my pants.
 

PixieFace

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Mar 17, 2010
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Someone's cranky. You didn't mention it in your OP so I don't know if you know this, but Bioware games have a quicksave option where you just press one little button and you're all done. I spam the hell out of quicksave, good christ. You don't even think about it after a while, it's just habit. A very useful habit.

Anyway, I don't mind dying in games. I wouldn't feel any tension, excitement, triumph or fear if I wasn't under the threat of death and could just frolic my enemies to death. Challenge is neat. :)
 

Ckeesy

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Nov 12, 2009
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Phishfood said:
I must admit, dying in a game doesn't bother me UNLESS (taking fallout 3) I just spent an hour wandering the wilderness, climbing tricky cliffs, gone corner to corner and then die and realise my last autosave was THAT long ago.
I got into the habit of saving every 10 minutes or so because I never knew for sure when the game might decide to freeze up on me. I actually ended up shelving the game once because my save was back about an hour and a half of really productive progress.
 

Lullabye

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Oct 23, 2008
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@OP: Then you'll hate this game [http://www.newgrounds.com/portal/view/467574]

Hmm, I don't mind the dying, it's the respawning that gets me down./ Always re spawn in the worst possible places.
 

Quaxar

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No-Superman10 said:
Dying in games actually tends to make me more likely to keep playing, the repeated deaths in Mirrors Edge were the only thing that convinced me to complete it. (In a "This shit will not beat me" kind of way)
Yeah, I think I spent more time falling than playing...

I normally mind dying that much, I save when I have the feeling I should and should I ever forget and lose an hour or so I just ragequit and start it over the next day or so.
 

akardo00

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May 18, 2009
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Dying in games is as natural as the birds in the wind, fish in the sea. Of course, a touch more violent.

No-Superman10 said:
(In a "This shit will not beat me" kind of way)
I would say I'm more of a .. "I'm going to keep playing 'cause I'm too good--ahahahah! Did you see her legs flail and body spaz out--kinda way"
 

Helmutye

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It's kind of interesting, but dying in a game affects me differently now that I'm older than it did when I was a kid. When I was a kid, dying seemed to inspire me to try harder, and to keep playing longer. Sure, I might get frustrated eventually and quit, but not dying was always the challenge I was fighting against. But now, if I die more than a few times in a game, I will usually quit and do something else. I might come back later, but unless the game is really, really exceptionally good it will eventually prompt me to stop playing it. I just don't have time to sink six hours of my day playing the same section of a game over and over again. Plus, I feel like I'm playing for reasons other than to just survive to the end--I try to win in a particular way, or experiment with the different options and ponder the implications, or create a particular little story within the story, etc. Dying until you win just seems overly simplistic to me nowadays.

That being said, I think it is a very hard game mechanic for designers to figure out. A game where death is entertaining is great--I still go back through my old adventure games and spend hours roaming around dying in different ways to enjoy the amusing animations and messages that accompany the many ways to die. But in some games this would undermine the atmosphere. It's a tough balance to strike between rapid reload time (making death no more than a momentary inconvenience and therefore making it have less apparent consequence) and actual punishment (death is significant and takes a bit to recover from, but you risk the players losing interest).

I would say that if it is easy to die, then generally it should be quick and easy to recover. If death is a more significant setback, then it should be harder to die. The real tough decision, however, is in horror games--the perception that it is easy to die will make the game scary, but if you actually die the tension is eliminated and from that point on it's no longer scary, because you've faced the worst the game has to offer and it's not that bad. I would say that for a horror game death should have a consequence and it should be easy to die but also easy to narrowly avoid dying--you want the player to feel fragile and vulnerable, but you want their reaction to be frantic and panic-stricken as they struggle to stay just ahead of the death nipping at their heels. If it's easy to die and hard to avoid dying without knowing what to expect (like in Resident Evil 4), the player will make their first trip into a new area a "recon" mission where they just run in and see what there is to see without trying to survive. Then, they know what to expect and can breeze through it the second time through.
 

iBlooba

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Jun 17, 2010
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DarkHourPrince said:
iBlooba said:
Why don't you just uhh, get better? o_O
Or plan a better strategy to come back and whoop the ass of whatever killed you?
Lol yeah. We're not being mean or anything but that usually does the trick :p
 

Gh0st1y_H

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Jan 11, 2010
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Dying is a part of the game.

Except in some games, where they completely annihilate you and don't give you any warning and make you replay a large portion of the game.
 

squidbuddy99

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Jun 29, 2009
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I want this cliche to end. I have no clue how my behemoth of a man who can shrug off headshots and dismantle whole armies with his bare hands can be mortally wounded during a cutscene. All I ask for is some consistancy.