Videogame Death

pucefakeΤεχνίτη Νοημοσύνη και Ρομποτική

30 Νοε 2013 (πριν από 3 χρόνια και 11 μήνες)

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Old School Life System



Instant Respawn



Death of a Party Member



Story Driven Death



Life After Death



Death as Punishment/Reward



Death in Economic Terms



Immortal Characters


Limited number of lives popularized in early gaming


Mario: Galaxy
comes under fire for using this system in a way not
fitting its gameplay


Considered by many to be out of date


Done because of adherences to formula and the nostalgia factor
attached to the Mario franchise

Aware of the systems stagnation, proponents of it have designed explanations
for the multiple life situation.

Super Smash Bros. Brawl


The adventure mode, a nod to
older style games, the life system is
explained by a team of heroes, one
for each life. Showcase different
characters, mixing strengths.

Maximo: Ghosts to Glory


An agreement is made
between
M
aximo and death
itself. In exchange for tokens
Maximo gains life.
Bargaining stage of grief.


This style of death
simulation is popular with
video game parodies and
while breaking the 4
th

wall in
video games.



The
Futurama

video game
uses the extra life system as a
plot device to move along
the story and as an in
reference for video game
fans.

http://www.youtube.com/wat
ch?v=YjyQQ67cM5Q

2:40
-

4:06


Works off a series of
checkpoints or saved
files


Popular in most FPS
titles, as well
adventure games


Death reduced to
minor inconvenience,
something to avoid if
possible but not
necessary



Emphasis on individualism “an
army of one”



The cowboy showing no
weakness, overcoming all odds



Fear of death is eliminated,
indulges the fantasy of
immortality



Injury is temporary/no
consequences for risk taking



Halo

removal of human
weakness through cybernetics



Oddworld: Strangers Wrath
, a
straight forward western with
anthropomorphized characters


Bullets are literally brushed off
the hero's body to regain health



Respawns are just
do over's


Time bending
games expand
upon that concept


Explains the
immortality


Removes the
apprehension of
failure


Escapism


The death, as a result of gameplay, is of a major character or team
mate and it is completely permanent


Appears often in RPGs, much more common in Japanese games


Emphasis on responsibility to your group and on wise careful
decision making


Retreat/regrouping sometimes preferable to “guns blazing” style
of play



Increases tension and
importance of each encounter



Adds to the emotional
impact of the games, choosing
which characters live for
strategic reasons



Increases replay value do to
the possibility of different
characters surviving



It is common for American
gamers to sidestep this type of
game play




Restarting the game anytime one
of there characters dies



Removing personal responsibility
and recreating the “Respawn”
game type



The player may or may not be
responsible for the death



May be of the playable character or of
close supporting characters



Important plot point, often the turning
point of the game



Designed to deepen emotional
assimilation of player into game world



Popular in
MMORPGs.
World of Warcraft


Soul separates
from body


Spiritual
representation


Player must
earn life back


Unable to
interact with
world


Ghost Quests


Most recognizably used in
Mortal Kombat



Humiliation/Vindication



Nothing at stake but pride



Built in humiliation system



AI rarely if ever uses the
system




Has changed very little over
time



http://video.google.com/vide
oplay?docid=2670768672552604
868#



Primarily found in
RTS’s



Characters are be
thought of as forms of
resources



Minimal emotional
connection



Properly simulates
disconnect of large scale
war decisions



Protectiveness of units
directly related to how
expensive they are.




Characters too powerful to be
killed but still need a way to
lose.




Superman Returns
, health is
seen in terms of damage done
to the city.




Superman’s duty to his city is
what is at stake.




Creates a protective paternal
relationship with the civilians
in the game.



Self sacrifice


continually
exposing oneself into pain to
protect others.



Pokémon captured by main character never die


Pokémon graveyards exist in games so Pokémon are mortal


When trained by main character Pokémon are exponentially
more powerful


Main character is responsible for immortality


Player possesses infinitely powerful beings


Player is god


http://wiimedia.ign.com/wii/image/article/831/831684/super
-
mario
-
galaxy
-
20071031104337015_640w.jpg


http://www.filehurricane.com/photo
-
viewer/3023


http://hawtymcbloggy.com/2008/01/28/my
-
average
-
spawn
-
is
-
longer
-
than
-
yours/


http://www.matttheanimator.com/images/stranger.jpg


http://pop.vokr.com/covers/Prince_Of_Persia_The_Sands_Of_Time
-
front.jpg


http://msnbcmedia3.msn.com/j/msnbc/Components/Photos/040702/stg_h
z_videoGameViolence_hmed_6p.hmedium.jpg


http://www.usabilidoido.com.br/imagens/mk_fatality.png


http://pixelorama.files.wordpress.com/2008/09/fatality_scorpion_01.jpg


http://www.consoleia.co.uk/features/shocking/sephstabs.jpg


http://www.vgmaps.com/Atlas/GBA/Pokemon
-
FL
-
LavenderTown.png


http://game.rbkdesign.com/images/blog/darkness_girlfriend_sm01.jpg