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Death in Video Games: Part 1by SiSunday, March 28, 2010 at 02:48 PM EDTLately, I’ve been thinking a lot about the different treatments and functions of death in video games. This started because of a stark disparity I observed between Prey and Bioshock. I’m going to include Halo as well, as a sort of baseline as it uses the traditional and ubiquitous checkpoint death mechanic.
On the surface, Bioshock’s death mechanic may seem similar to the traditional checkpoint mechanic but the continuous time aspect has consequences which aren’t obvious until you actually play the game. Below is a typical transcript of a Bioshock session which should illustrate.
The problem with the continuous time mechanic is that the gameplay asymptotes to an unwinnable situation. It’s not “game over” but you’re trapped in an infinite loop like some kind of virtual Groudhog Day set in the sixties. What can you do? Enemies keep respawning but the ammo and items don’t. And God help you if your hard boss keeps running off to a healing station that’s beyond your reach. Your only hope is to pick off a couple of weak enemies whose corpse you can frisk for ammo. The Halo and Prey gameplay mechanics are simply immune to the asymtotic death weakness by design. In Prey, ammo is plentiful, and Halo’s time reset means you’ll always have some resources at your disposal. Prey has made an active effort to replace the tedium of trudging back to the action. So it may last 30 seconds but at least you’re given something to do. This avoids the dull action troughs that you experience in Bioshock while walking back to the fight. In Halo and other checkpoint games, you may have to try over and over to beat a difficult part, but at least you’re given a chance. In fact your chance increases with every trial as you become more familiar with the layout and where enemies are going to respawn, etc. In Prey, your prowess at picking off piranhas is rewarded with an improved chance in the form of greater health and spirit energy. Bioshock’s handling of death is not some kind of built-in puzzle. It’s not adding depth to the gameplay; it’s adding unbearably relentless tedium and frustration. To add insult to injury, Bioshock has one of the most spectacularly immersive, creative and suspenseful game environments I’ve ever seen. And the player is denied this unless they are some kind of masochist who enjoys wading through concrete. It’s like the player is being forced to earn their right to the Bioshock experience. I want to love Bioshock. I want someone to tell me that I’m just impatient or I suck at the game. But I’ve never experienced this level of monotony in an FPS played on Medium or Normal difficulty. Half-Life 2: Episode 1 is close, but I’m playing that on Hard. In Part 2 I’ll cover some of the more unique and groundbreaking death mechanics, starting of course with Braid. This article originally appeared on Frost Nova. |
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