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(Nearly) Dying in Real Life and in Videogames
Why__hello
Monday, July 06, 2009

Editor's Note: I'm promoting this story not because Omar refers to me as some sort of voice of God in it, but because he brings up some great points on the subject of death in videogames. Check it out. -Greg.



It was July 1. It was a Wednesday. It was 2 p.m., and as I had come to expect, I faced some early-afternoon downtime at work. Fighting boredom, I glanced over the usual gauntlet of websites and updated my Facebook status. By the time Episode 21 of The Geekbox had completed its download, my stomach's groaning couldn't be ignored any longer. I got up, threw on my jacket, grabbed my wallet, and headed out.

I found myself instinctively walking toward the food court at the mall, so I stopped myself. I turned and walked in the other direction, toward the grocery store, figuring I had indulged in enough milkshakes for one week. Walking awkwardly through the crowded sidewalks, I had my headphones wrapped around my head, with the comforting tones of Jake Jensen's opening Geekbox theme playing at the highest volume.


World of WarCraft
is noticeably intelligent in the way it deals with death. It is impermanent and fair, yet the punishment is severe enought to constitute a "learning experience."

 

Trying to follow a heated conversation usually means the rest of your actions are an afterthought, and so, when I crossed the street, I didn't notice the steady stream of cars coming in my direction. I was about halfway across the four-laned street when I heard the first car horn. My stomach turned into a tight knot and my body froze as I turned my head to reveal an enormous truck aimed directly at me. The driver tried, fruitlessly, to bring the truck to a halt. Petrified, my mind raced and I was stricken by a sense of futility.

I was about to die.

And yet, my life didn't flash before my eyes, time didn't slow down, and nothing magical happened. Confused, I thought I heard the voice of God.

I quickly came to my senses, realizing that the (no offense) lispy, whiney, West Coast accent didn't belong to God, but instead, belonged to Greg Ford. I was going to die, and my only comfort was the thought of Greg Ford soliciting the women of the Bay Area in the name of Andrew Fitch. What the hell...

For those of you worried that I may have died last week, I didn't. I'm very much alive. The truck nudged me at about 2 km/h -- I hit the ground and began laughing hysterically. After avoiding the terrible possibility of death, I felt like a kid who had stepped off a rollercoaster. Looking back, a part of me wishes I could communicate the sheer intensity of that experience in some form to someone else. A book wouldn't do it, and I know that the deaths in films rarely do the job of expressing the jarring fear associated with it.


Counter-Strike, like many popular online first-person shooters, employs a spectator system. You're given a period of time (usually until the end of the round) to sit out as punishment. Spectating also provides you the opportunity to review and learn from the players who are still in the game.

Upon reflection, I'm quickly reminded of how often I've thrown controllers, slammed on my keyboard, and cursed loudly after an untimely death in a videogame. Maybe games have the capacity to articulate what I felt as the 10-ton truck was barreling toward me. But before we get to that, we have to ask ourselves a few important questions, and we have to look at how videogames have dealt with death in the past.

Should videogames punish failure to such an extreme standard or should failure be a learning experience? As a player, would you want a high cost associated with dying, or would you like to be treated with leniency?

The cost of dying varies from game to game, and from genre to genre. Some games force you to return to the title screen after dying, and some let you continue from that very same spot. Most games have a checkpoint system or a save system. In some cases these two mechanics make death merely a nuissance, but if the designer hasn't placed enough checkpoints or if you forget to hit that "quick save" button, death can become a really big deal.

When I mentioned the word "cost," I didn't mean to refer the quantity of gold you need to pay to repair your gear in WOW. The word "cost" refers to time investment, emotional attachment, and opportunity cost. How much time do you waste and how much effort do you throw away by dying?

Steel Battalion was especially unforgiving. Permanent death. That's right. If you fail to eject from your cockpit in time, you die. Your character is gone. Your saved files are gone. And all you're left with is a "Don't qq, gl next time."

The science-fiction shooter Prey sends you to a spirit world upon death. You have to complete a short minigame before you're allowed to return to the living world and continue killing aliens.

Brothers in Arms: Hell's Highway allows the player to choose his or her own cost. When a squadmate catches a bullet, you are prompted with the option of either keeping him dead or reviving him (the unrealistic alternative).

Some games ignore the entire notion of death. PlayStation 3 exclusive Flower throws the notion of failure and objectivization out of the window. The game does away with stress-inducing mechanics, allowing the player to manage things in his or her own rhythm.

How do magnanimity and callousness in a game effect the fun you have? Contra, with its three lives, is absolutely different from Sonic & Knuckles, which allows the player to collect more lives and offers unlimited continues. And yet, both games are unbearably entertaining.

Certainly, the heavier the penalty, the more the game feels like actual death. But is that what you want? Reading Matthew Erazo's article on the "10 hardest games," it's clear that although a harsh death penalty doesn't necessarily make a game less appealing, it makes the appeal especially more difficult to find. It seems as though developers have a very fine line to draw if they intend to make death realistic.


Those rings are all that stand between you and death. Better hold onto them!

I used to play in the Intermediate League of the Cyberathletes League for Counter-Strike 1.6. I was still only 16, and at that age, keeping your ego in check can be difficult. While I thought I was invincible, I reconciled with the inevitability of death. So every time I entered a ranked or supervised game, I knew that I would be killed eventually. Yet every time I died I still became wildly frustrated. I remember becoming worn down eventually after bereaving my own death for the 20th time. So maybe death should be a little more lighthearted?

Many of us don't want to be so perturbed by death in videogames, and we would rather save the "intensity" for the actual thing.

Most gamers simply want to jump on one or two Goombas, pick up a mushroom, and grab the flagpole at the end of the level, which is fine. I don't expect all videogames to be lifelike emulations. But for games that have a genuine message or story about human life, perhaps it is important to highlight the gravity of death.

Reviving your teammate shouldn't necessarily be as easy as screaming, "Fight through the pain." Death in a game like Fallout 3 should be fill the player with a sense of fear and anger, especially after you've sunk so many hours into improving and leveling your character. After being crushed in Red Faction, you ought to be made felt small and stupid before you're given a second chance.

It seems like videogames are struggling with the notion of death and how to impliment the mechanic into the game intelligently. Most games treat death as a speed bump, a short pit stop on the road to victory. Maybe it's the fact that we know so little about death that makes it difficult to convey in a videogame. Realistically, death is the ultimate unknown.

At any rate, I certainly hope that games developers strike a creative balance in designing "death" before I die!

 
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Comments (21)
Why__hello
July 07, 2009
To anyone reading this article. I apologise in advance for it's length. I've had this topic on my mind quite a lot since last week. I hope everyone enjoys it!
Pshades-s
July 07, 2009
Any game that has a "punish failure" attitude included is of no interest to me. Part of the appeal of video games is that they offer us consequence-free environments where we can race cars, play sports, and shoot enemies without risking anything. If players really want death to matter, they can attempt superplays and reset their own game if they die. That's their prerogative.

PS: This article comes on the heels of several journalists who are attempting a "single life" playthrough of Far Cry 2 and their experiences resulted in a great response from someone who worked on the game. Don't have those links handy...
Why__hello
July 07, 2009
That's where the distinction appears. Some games choose to pursue an emulation-based objective, wherein the designers attempt to recreate the consequence system to best reflect reality. Other games, however, embrace their "video gamey-ness", and rationalize that the environments exist in should not suffer from the same limitations as real life.

I don't favour one or the other. I encourage the challenge associated with games like Armed Assault, but I also value the fun and lenience which I get from playing "Flower"
July 07, 2009
Interesting topic, and I like the way gameplaying is going regarding death and the punishment therein. I seem to gravitate away from games that are punishingly hard for the sake of punishment. 3 lives + 0 continues = no fun (at least for me).

Then again, unlimited continues and/or no penalty whatsoever feels like yet another way of our society trivializing death. Dead Space and Burnout Paradise are two exceptions where I look forward to death and am happy there's minimal penalty.

But what I like is how some games offer... Choice.

There's a mention of WoW, but my first thought was the countless hours playing Diablo II and am now Sacred 2. In D2, playing 'softcore' means death brings a slight experience and gold penalty, whereas 'hardcore' is just like it sounds. When you die, it's over. RIP and start a new character to grind your way to new gear and the highest level possible.

What is compelling is that the idea of playing a game in 'hardcore' mode becomes the gamer's personal choice. The gamer chooses a relatively care free gaming experience, or one filled with an ominous, grim tone of impending doom and finality that otherwise would be nonexistent.

The implication here is choice. As a gamer, I like when I can pick my poison... and I will only have myself (mostly) to blame when death comes a knockin'. Self-criticism: the ultimate difficulty level.
36752_1519184584690_1386800604_1423744_1678461_n
July 07, 2009
Great article. It all just depends on the “feel” of the game. Counter-Strike's painful deaths reflect the nerve wrecking atmosphere it wants to instill. Flower is a relaxing game, so death is nonexistant.
Default_picture
July 07, 2009
I like what you said about the "gravity of death" in games about human life. I remember feeling so depressed when I saw the death screen in the original Fallout... chilling.
Greg_ford
July 07, 2009
Nice article, Omar! And I think you're right about a lot of games treating death like a speed bump; as players, we just want to get back to the game. But yes, makes you really think about consequences.

Also, glad I could help you through that difficult moment (although I don't have a West Coast accent -- I'm from Massachusetts!). ;)
Why__hello
July 07, 2009
@Greg

Sorry, I figured you were from Northern California. Either way, I'd rather be listening to Bob Dylan or Louis Armstrong as I died, as opposed to the Geekbox podcast. No offense.
Greg_ford
July 07, 2009
Ha, none taken. I certainly have a...distinct voice. More importantly, glad to hear you're OK!
Demian_-_bitmobbio
July 07, 2009
Nice post. A few others have been talking about this lately too:
http://clicknothing.typepad.com/click_nothing/2009/07/live-and-let-die.html
Why__hello
July 07, 2009
Whoa, this guy's journal is great! I've just spent the last 45 minutes reading his last ten entries. The GDC articles were especially cool.
Default_picture
July 07, 2009
Part of me thinks you walked in front of that truck just so you would have a good opening for this article. That's what I call dedication! Anyway, another great read. A lot of games have been changing the gravity or way you die in games - take Braid, where you can reverse time, or Left 4 Dead, where you rely on your teammates to pull you back from the brink of death. Very interesting.
Demian_-_bitmobbio
July 07, 2009
@Omar you mean Clint Hocking? He's a creative director at Ubisoft, and no dummy. I think his blog is pretty well-read in game designer circles.
Why__hello
July 07, 2009
Yah, I'm irrationally proud that he's also Canadian. He was born in the same town as I was! It's pretty shocking how much he looks like the medic in Half Life 2. Too bad there are no video game characters who look anything like me. Although Jade from "Beyond Good and Evil" looks like a female, green-eyed, hispanic version of me.

While you're "here" Demian, do you guys ever respond to the mailbag email? If not, is there a direct "Greg Ford" or "Demian Linn" Bitmob email that exists? I've got a few questions, and I'm sure others do to, and since there are no forums here a staff-response email would be pretty cool.
Demian_-_bitmobbio
July 07, 2009
We do read stuff that gets sent to our letters address, we saw that you recently sent something. We're considering it for the next mailbag post...
Why__hello
July 07, 2009
@Demian. Haha, no. This isn't about that. I just wanted to know if you guys would respond if I pitched you an idea about the website. I worked with a big Canadian gaming website NextGen Player) last year. And those guys read about 5% of their emails, and never responded to any.

It's nice to know Bitmob doesn't operate like that. Any plans for creating a message board for the website?
Default_picture
July 09, 2009
This is the second post I've recently seen dealing with the topic at length (one of which I did myself on my own blogger). Kudos for covering it so comprehensively. It's extremely pleasing to see more people musing over death in games as more than mere novelty or consequence.

~sLs~
Default_picture
July 09, 2009
Oh, and here's the link to Ben Abraham's blogs, where he's tackling Far Cry 2 in that single-death mindset. I'm not in the mood for a shameless plug right now, so I'll leave you to find the piece I did on your own. :p

"Permanent Death, Episode 1: An Inauspicious Beginning" http://drgamelove.blogspot.com/2009/06/permanent-death-episode-1-inasupicious.html

"Permanent Death, Episode 2: From Here to the Hearafter" http://drgamelove.blogspot.com/2009/06/permanent-death-episode-2-from-here-to.html

"Permanent Death, Episode 3 - An Illustrated Guide To Explosions." http://drgamelove.blogspot.com/2009/07/permanent-death-episode-3-illustrated.html

"Permanent Death, Interstitial - Evolution of an Explosion" http://drgamelove.blogspot.com/2009/07/permanent-death-interstitial-evolution.html
Jason_wilson
July 09, 2009
Death in games seems like a leftover from the old "suck the quarters out the kids' pockets" design of arcade games. I enjoy games where death isn't even part of the game!

Oh, and Omar, glad that you're not hurt, but I suggest that you don't listen to the headphones when crossing the street. Not the safest of activities....
Demian_-_bitmobbio
July 09, 2009
@Omar Sure, we're always happy to read site suggestions.

off-topic...
Forums are something we're always considering, but right now have no plans to add. We kind of like that, if you've got something to say, you'll hopefully put a bit more time and thought into it if you're making a blog post than a forum post.
Bitmob_photo
July 10, 2009
Great article, I'm glad I read the comments first because I would have ended up saying the exact same thing as Jason. I would like to add that Death in games is just one of those conventions that doesn't need to be so conventional. I'd keep an eye on Heavy Rain in the future. Unless I completely misinterpreted the previews, characters can die or not die, and the story progresses either way. That seems like a really interesting concept and could be a bridge to change in the future; one could only hope anyways.
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