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Failure is Not an Option
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Tuesday, July 28, 2009

Editor's note: Tyler brings up a great point that most games don't have an adequate failure state. The question is, would players be comfortable if games delivered more realistic, punishing consequences? -Greg



Games differ widely in their content. From sport games to RPGs, they provide completely different experiences. But they all share a common thread: Failure is not an option.

Players can die, lose a race, and pass out in games, but do these states constitute true failure? In these situations, the game does not end. If a player dies, he reloads from his last save and tries again; when he loses a race, he goes back to the start and tries again; and when he fails a mission, he starts over again. See a pattern?

When a player fails to do something a designer has set out for him, he will just have to do it again and again until he succeeds.

 

The question remains, though, why is this important? Games have been operating this way since that first ship fired its first shot against overbearing asteroids. Certainly, you can understand why it's a good reason to maintain the status quo in most games; after all, what sense would it make to continue driving around the track after losing a race or for a player to move to the next level once their screen is full in Tetris? The genres in which this idea becomes important are those that are more narrative driven: adventure and role-playing games.

These game types are hamstrung by the lack of long-term consequences for player actions. When every challenge must be met with success before the story can continue, a major aspect of reality is lost. Endless replays strip important events of meaning.

For instance, playing Uncharted: Drake's Fortune, I met difficult shooting segments that took me countless tries to complete. When I finally cleared those areas, I didn't feel like the amazing Nathan Drake, quick-shooting my way through the jungle -- I felt like the schmuck whose friends let him win because he can't do it on his own. All immersion was lost.

BioShock is one of a few games that challenges this paradigm, though with mixed results. BioShock has no penalty for death. After dying, players respawn at the nearest vita-chamber with renewed health and continue forth.

This produced an interesting phenomenon amongst test audiences. For some, it was a marvelous invention that plugged the plot hole of an infinitely resurrected hero and removed the tedium of repetitive reloads.

For others, though, it presented something terrible. According to Ken Levine*, many hardcore players could not accept the absence of a death penalty. To remedy this flaw, they would impose their own punishment by turning off the game and loading up a previous save. I must admit that I played the game this way.

The problem with the solution posed by BioShock is that it forms a cheap Spackle cover over a glaring plot and gameplay hole. Without some lasting effect, death lost all meaning. Free will, which the game happens to be about, ceased to exist, making the player a simple automaton, searching out the end of the game. If only they had taken the idea a little further and presented some consequence for continued failure.

Consider the ending of the Lord of the Rings trilogy. At the end, Frodo can no longer deliver the ring himself, and Samwise Gamgee must carry him to the mouth of Mount Doom. In a game, this would be presented in one of two ways, either 1) the player is Frodo and the end is a cut-scene, or 2) the player is Sam and the end is an escort mission.

But if failure is incorporated into the story, a different option emerges. The player could be Sam, running an escort mission up Mount Doom. If he protects Frodo, they arrive safely at the mouth of the mountain, but if Frodo sustains too much damage, he falls, and the player has to carry him to the end. This example still has flaws, but it illustrates the idea of creating greater immersion through possible failure states.

Certainly, this is not an avenue that every story should take, but it presents an opportunity for furthering the medium through options only available in video games. After all, more of life is determined by the consequences of failures than successes.

As they say, when Thomas Edison was asked of the invention of the light bulb, "How does it feel to have failed 700 times?" he responded, "I have not failed 700 times. I have not failed once. I have succeeded in proving that those 700 ways will not work."

It is time that games removed failures and provided alternative forms of success.

*Note: I read an article in which Mr. Levine spoke about this issue a long time ago, but I have recently scoured the internet, looking for it, to no avail. If you can find this article, please link it in the comments.

 
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Comments (10)
Default_picture
July 28, 2009
Well I guess one option to this would be Nintendo's "Demo Play" which basically turns the game you are playing into an active video that beats whatever has been frustrating you. Probably the more interesting game that will be doing something more closely to what you are looking for is Heavy Rain. This game will supposedly allow playable characters to die, thus ending some parts of story lines, but will then allow you to continue playing through the other characters story arches. If it able to deliver on this then you might just get something close to what you are looking for.
Default_picture
July 29, 2009
What i remember that may be similar, but for me it was awesome was Star Fox 64. Think about it depending on how you finished you took a certain route. Now you could not go back and re do your mission un less you died, but then again you would go back to the closes check point. With that being said I think Chris hit it on the money on traveling different arcs. Also Maybe Dragon Age: Origins will be that game to take this to the next level Oct. 20th.
Default_picture
July 29, 2009
Indigo Prophecy did this to some extent, but it was completely random whether a failure state would result in an alternate path or a game over.

It would be fascinating to play a game where there are no deaths unless it's part of the story, and failure is just a way of moving the player along an alternate path. It sounds like Mass Effect 2 will experiment with this.
Robsavillo
July 29, 2009
Try X-COM: UFO Defense. Though not exactly getting at what you're aiming for, I think it's damn close. Players can fail entire missions, lose an entire squad and all equipment, and be forced to continue the game from that position. These individual failures don't necessarily prevent the narrative from taking shape, as that advances through research of technologies acquired from other, successful missions. Complete failure is also possible, which happens if you fail too many missions (a variety of things can result from this amount of failure.)

An example of a more recent game would be Demon's Souls. Failure results in the loss of the player character's physical body, thus resurrecting in soul form, which brings certain disadvantages. The player also drops a bloodstain at the point of death in the level which holds all of the currency and experience (souls) the player had earned. The game resets the level and places the player back at the beginning (e.g., no checkpoints), but only allows the player one chance to reach their bloodstain. Die a second time before reaching the bloodstain and the souls held there are lost.

If I'm remembering correctly, Diablo II only allowed the player to save upon quitting; when reloading, the game would start the player at the nearest town and not at the exact location of the save & quit, thus preventing save/load abuses. And I also believe that you could opt for a "hardcore" mode, which meant that if you died once you were not given the option to reload your game at all. You had to start the game from the beginning.

X-COM and Demon's Souls are more cult hits, but there's no arguing with the popularity of Diablo II. I think that if the gameplay is compelling enough to offer a lot of replay value, then gamers won't have major issues with games that are unforgiving but not punishing (there is a difference.)
Robsavillo
July 29, 2009
I don't mean to double comment, but I thought I'd mention that Andrew Doull wrote an analysis of permadeath for Gamasutra a couple of days ago.
Jason_wilson
July 29, 2009
Failure is certainly an option in roguelikes; if you die, you lose all your stuff, return to Level 1, and start over.
Default_picture
July 29, 2009
It's a very interesting point, but the question is, what's the alternative?
Bm_luke
July 29, 2009
One issue is that before you can properly punish failure, you need a perfect intro. The player has to have mastered the controls/mechanics/whatever before being permanently punished for not using them right. After all, in real life you know how to use your body - and permanent negative effects aim for that real-life-consequence vibe.

Another problem is the idea of turning games into work: if you can permanently screw things up for yourself, you'll never again turn that game on as a bit of fun - which means you either never turn it on, or have forgotten the definition of the word "game".

[I say all this as somebody who wishes there were permanent consequences in RPGs, by the way, and these are some of the problems I arrived at trying to make it work in my head]
Default_picture
July 29, 2009
Heavy Rain promises to have lasting consequences. The way they hope to achieve this is to have multiple playable characters, and then cut a story arc if one is killed. However,

Another game that I remember having harsh death consequences is Clocktower. I dont know if anyone has played this, but it was a survival horror game that had something like 26 different endings depending on when and where you died (or if you survived until the "true" ending). It was frustrating as hell, mostly because there was no way to know whether you would die if you made decision X, and you could be killed by the possessed girl with one measly poke from her knife.
Brett_new_profile
July 29, 2009
I think there's a big difference between adventure games like Bioshock and Uncharted and RPGs like Mass Effect and Fallout 3.

Adventure games aim to put you down a linear path, with every twist and turn carefully scripted by the developers. They want to put you in the shoes of a movie hero.

Western RPGs like Mass Effect or Fallout want the player to help shape the story, which is why they provide a number of divergent paths that don't end in failure, but merely offer choice.
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