Showing posts with label game death penalty. Show all posts
Showing posts with label game death penalty. Show all posts

Thursday, September 9, 2010

Defeat penalties - a peace offering middle ground which will no doubt not be enough

Tesh has made a post about a line I looked at awhile ago with Guild Wars 2 : Death and other inconveniences

Okay, I had an idea, but honestly I suspect until a full on explorationist agenda is supported by games with no real trace of play to win, it wont satisfy. Ironically the explorationists wont be happy until the play to wins are driven before them and they hear the lamentations of their womens. I'll describe it anyway.

Something like if you go for ten minutes and kill X number of monsters in that time all without being defeated or dying, you get $$$ bonus gold. Fail = don't. Actually that's a little like the optional extra challenges you can take on in doofus, if you've ever read about them.

But I suspect it'll still be taken as a penalty, as the person who is defeated isn't having taken gold away, but they are missing out on extra gold. And aren't we all being a bit limited in our view by having (any) play to win challenge?

Saturday, July 17, 2010

Failure is not enough

Failure itself is punishment enough
I read this phrase recently. Try out this thought experiment - your walking a character through a forrest when a goblin runs out starts hitting you, your HP score rapidly going down! It gets to the bottom and...resets to full! The goblin keeps hitting and it keeps going down and...reseting. Up, down, up, down.

Is failure to avoid this is punishment enough?

No, not really. It's a complete non moment - the health just slides down, then leaps up, slides down, leaps up. It's just a red bar bouncing. A non moment. Nothing.

It's not even failure, let alone a failure that's a punishment in itself. It's a non moment. Nothing.

Okay, lets take a common model - your HP go down to zero, then they are put up to full, but your 50 feet back from where you were, at a prior checkpoint (From what I've heard Bioshock did this - indeed on RPG.net I heard people talk about the 'strategy' of whittling down enemies by hitting them once before dying, then coming back again and again...masterstroke 'strategy' that). And let me stress, all enemies are dead between you and the point you died, they don't come back when you die.

Still pretty much a non moment AND it's essentially the world of warcraft ghost walk.

Failure to notice the goblin or the fireball coming at you is not anything, in itself. Let alone enough of something.

The only model that really works with challenge first, and has been used in a billion shoot 'em ups, is that when you die, all enemies return - you can only get as far as you can survive.

Now maybe we could dumb down the enemies till they move like molasses. That just lowers the skill. But mmorpgs, like wow don't do that, except perhaps in the peripheral - ie, if you take long enough to get back to where you died, the monsters have respawned. Though if you can beat the ones around your body, then you haven't lost progress - and thus entering back into 'non moment' territory again.

Actually that's an interesting point - once you start fighting those monsters, your putting effort into playing a non challenge game. If there's ever a way of turning someone from X and having them start doing Y, it's to make it look like they are doing X, but really they are putting effort into Y. Once someone puts enough effort in, they are lothe to stop doing it - indeed, they are conditioned to do that thing, even if it's Y and they actually intended X to begin with. It's how you train dogs - you give them a little treat for doing something, they do it for the treat, but latter on they just do it, sans treat - doesn't make sense, really.

So no only is failure not enough in itself, it can actually twist the player from what they intended, to something else (and hey, if you say 'no, I'd resist that', well you can only resist what your aware of)

Wednesday, April 14, 2010

Four levels and a funeral

I've been playing alot of the warhammer endless trial recently, just in case it wasn't obvious :)

And because you will end up 'dying' quite a bit in it, it makes me wonder what on earth is the point of depicting death in mmorpgs?

Granted in lord of the rings online your not supposed to die but simply have your morale beaten and you retreat, but given the format is exactly the same as death in other mmorpgs, it doesn't feel any different. Like a short cut scene of the character clutching his side and shuffling away would show he's just really hurt and retreating.
It's only a flesh wound!


I mean, what is so much the thrill of 'ohh, yeah, killed ya...oh there you are, fifteen seconds latter?' that you need to preserve it?

It's kind of like one of those glaring graphic glitches that makes your characters head dissapear or all the trees turn into solid colour blocks. It kind of spoils things?

Here with death, your character like totally died...but he's alive...oh he died...oh he's alive. It feels more like a big presentation bug.

If he retreats though, clutching his side, there's continuity.

If you want some gore, you could even have the character lose fingers and toes or even a hand (quickly replaced with a hook or magical construct) and the 'killing' player gets notified, so he gets his gory jollies (well, what else would you call it?). From what I've heard this can happen in, of all places, puzzle pirates - you can lose an arm or leg and get a peg leg or hook. BUT also like puzzle pirates you would have items to regrow fingers or hands/feet/forarms. Usually with the magic or technology in most settings, this is fairly believable (far more believable than perfect ressurection any time you want it).

Lord of the rings online (LOTRO) almost broke out of it - and maybe it's unfair to say given that it still seems to be a death system in LOTRO because it looks like death in every other mmorpg. But it still leaves you being ravaged by monsters and then...popping up elsewhere. You wouldn't do such a harsh transition in a movie - you would explain with a short cut away what happened in between.

Death - you can't have it, mmorpgs (because of your own design choices)! So quit trying to pretend its happening and just smooth out the wounded retreat presentation.

It's like the want to be macho manly 'you can totally die in our game', except it's faux-macho, because even the most minor amount of critical thought disproves that idea. But maybe alot of people (men?) can't give up that bullshit?