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  • WEDNESDAY JULY 8 2009 6:00 AM

Hit Play with PixelVixen707: This Mortal Coil



Death is back in style. Just ask blogger and scholar Ben Abraham, who's currently on a new playthrough of last year's African-set shooter Far Cry 2. A typical run through the game's campaign takes 30 or so hours, and you can save your progress along the way. If you succumb to a brushfire or take a hit to the head from a sniper, it's not a big deal: you just jump back to your last save and erase your mistake. But Abraham decided this wasn't enough of a challenge -- so this time he's playing for keeps. Living up to the title of his blog, Sometimes Life Requires Consequences, he's sworn that if he's whacked in the game, he will stop playing. Calling it the "Permanent Death" runthrough, he's been posting detailed notes and screenshots, and other gamers are following his example.

How does it change his play? Well, you can guess that he's being careful. He plots his course through the jungle to avoid guard posts and other risks, and he always keeps a buddy ready to watch his back. So far he's in the easy half of the game, but if he gets near the end and makes a fatal mistake, "I can certainly imagine being consumed with rage at the unfairness of the premature ending -- which itself somewhat mirrors feelings and reactions to death in the real world."

Actually, I hope when I die that my last words are, "Hey, watch this!" But Abraham's point is sound. Death has become meaningless in games -- so meaningless that we get lazy. Big league titles like Prince of Persia and Fable II even eliminated death entirely, treating us once-hardened gamers like a bunch of pink-cheeked babies. The tension and thrill Abraham seeks is seemingly out of date.

But let's take a look at what that thrill is. Initially, you may think that we had it better back in the days of coin-ops and arcades, when games were actually paid to kill you; every time you lost the game, you had to pump in another quarter. Naturally this kept you sharp and tweaked your adrenal glands. But I don't think that's what Abraham is after. After all, most coin-op games are repetitive tests of skill. Playing Nibbler for 44 hours is probably not the same as reaching the end of Far Cry 2. Games today have story arcs and character journeys. They have drama and surprises and denouements. And the designers are scared that all of you dumb players will keep messing up and missing these terrific endings they spent so much time on.

One genre today finds a happy medium, between a kind of narrative and a kind of mortality: roguelikes, the niche and nerdy descendants of Rogue and NetHack. These wonkish, low-tech adventure games have a long history and a diehard fanbase. But they all have two things in common: much of your adventure is randomly generated, giving you a different experience every time you start. And you'll start often, because in rogue-likes, death is permanent. As programming legend John Harris put it in a piece in Gamasutra, "Much of the time the player is gaining experience, he is in danger of sudden, catastrophic failure. When you're frequently a heartbeat away from death, it's difficult to become bored."

The most popular modern rogue-like is Derek Yu's Spelunky, which you can get for free HERE. It casts you as an Indiana Jones-style archeologist who digs through old ruins, looking for treasure and trying to survive long enough to enjoy it. On every level, you run into the same basic elements - the spiders, the snakes, the gold - on every map. But the life-or-death details, the challenges and treasures that make each map so molar-grinding or eye-popping, always keep changing. And once you're dead, those maps are gone, hence Yu's motto: "death is fun." Death doesn't ruin the story; it completes it.

If the way you die doesn't matter, neither does the way you live. When a game like Far Cry 2 makes it easy to rewind a mistake, it's basically telling you that unless you follow the script and hit all your cues, you're not playing it right. By contrast, Ben Abraham is saying that your story is more important than the game's. Even if it's a bad one. Nels "Roadkill" Anderson, a game developer and blogger who gave Abraham's Permanent Death style of play a try, lost his life not in a Tarantinoesque eight-way shoot-out where everyone lost at least one eye, but when a jeep ran over him. Maybe that's a lame way to die. Maybe he didn't get an epic, Conrad-esque journey to the heart of darkness. But that's his story. And hey, at least I think it's funny.


Rachael Webster (a.ka.a SG member PixelVixen707) is SG's Hit Play games columnist. A game lover and game blogger living in New York City, she also writes at PixelVixen707.com and tweets as PixelVixen707.

 
Comments
Cassiel

Cassiel

Aurora, CO
September 2004

JUL 08, 2009 06:18 AM

From the title, I thought this was about a game based on the 4AD supergroup.

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

JUL 08, 2009 08:29 AM

hah, i may have to try permadeath FC2. man, though, i can think of some seriously hard segments. well, okay, just two, really: the fortress fight and the semi-final fight against all of your old pals.

Katieesq

Katieesq

USA
June 2008

JUL 08, 2009 10:04 AM

OMG allusions!

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

JUL 08, 2009 11:14 AM

from my limited experience with it, i actually like how Prince of Persia handles death. i mean, in terms of gameplay, the point of player character death is to indicate failure on the part of the player. mechanically, all that happens is that you have to go back and repeat a certain amount of content to get another try at whatever challenge killed you last time. the only difference between an arcade game and Prince of Persia is the amount of content you have to repeat per failure, and the method used to begin each iteration of the repeated content. in PoP, the method used is very quick and very elegant; i personally don't miss the necessity of having to mash a button to get out of the game over screen, and then going through whatever menu options stand between me and my next attempt. in PoP, you are automatically and almost immediately put back into the game environment, ready to try again. you can quibble over how far back you have to start over, but in terms of reward/punishment mechanics, the difference between Prince of Persia and starting a new game when you die in Far Cry 2 is one of quantity, not quality.

and, well, what's wrong with having to repeat lesser amounts of content per failure? if the content is enjoyable and varied enough to be fun on each repetition, that's one thing, but otherwise, what's the upside? i mean, challenge is one thing, but repetition isn't necessarily an enjoyable challenge. Ninja Gaiden for the XBox is inarguably a challenging game, despite the fact that when you die, it's usually not too far from your last save point.

it's certainly true that most developers are interested in telling stories rather than, for lack of a better term, telling characters. game developers tend to write movies that you get to interact with--the plots have a beginning, middle, and end, and players are intended to move through them in roughly linear order. and, hey, it's understandable--the milieus most games portray generally lend themselves to that sort of plot-oriented style. it would be interesting to have a game that acts more as a character study than a vehicle for a plot, where the gameplay challenges advance the player's understanding of the character and/or help develop the character as a person--but when you're talking about a game in which the basic point is to run around shooting thousands of bad guys, it's easier to just slap in a generic kidnapped love interest and roll with it.

Towelly

Towelly

Philadelphia, PA
January 2007

JUL 08, 2009 11:32 AM

Well, the few games that do manage to also be character studies are well-nigh classics. Baldur's Gate II and Planescape: Torment come to mind. Something like Breath of Fire 2 were embryonic forms. What you are saying is entirely true: it's much easier to create a plot with a static badass than it is to weave that story around a developing character arc, but it doesn't diminish the fact that doing the latter takes the game to the next level.

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

JUL 08, 2009 11:50 AM

yeah, but even there, the game designers don't really make death a part of the story. heck, in PS: Torment, permanent death was almost an easter egg. the reason permanent death works in the roguelikes PixelVixen referred to is, roguelikes randomize every time--you're not repeating old content when you start over, you're experiencing new content.

Hard Rain is supposed to handle character death in an interesting way--if the "main" character dies, the story continues; you just play as a different character, and the "main" character's death becomes part of the narrative. a mod for Far Cry 2 that did something similar would be really cool. if you die, you take over one of the other mercenaries. do a short intro segment, and then you're dumped into the game world, where you have to deal with the actions of your previous character--including the things he left unresolved when he died.

PixelVixen707

PixelVixen707

New York, NY
April 2009

JUL 08, 2009 09:12 PM

Cassiel - Reference intended. And oh I would play the hell out of a game like that!

Motorfirebox - I have to try that FC 2 mod.

If you haven't seen this already, you might be interested in Cursor*10, which really quickly and elegantly uses death as a mechanic: you keep dying, but each path you take stays on the screen, and helps you move a little farther through the game. As the title screen puts it, you cooperate with yourself:

Cursor*10

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

JUL 08, 2009 09:17 PM

haha, as soon as a mod like that comes out, i'll try it too.

PixelVixen707

PixelVixen707

New York, NY
April 2009

JUL 09, 2009 02:26 PM

Motorfirebox - Ugh, sorry. One of these days I'll learn how to read!

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

JUL 09, 2009 04:32 PM

well, you know how to write. it's a start =)