Catch up on stories from the past week (and beyond) at the Slashdot story archive

 



Forgot your password?
typodupeerror
×
Games Entertainment

The Details of Dead Bodies in Gaming 195

Via Stephen Totilo's Second Player blog, his most recent post at MTV concerns dead bodies in videogames. This rather morbid topic may seem like a small concern, but it's a big deal for the people making the games. From the article: "Dead bodies have been vanishing in games for decades because of technical difficulties. Old 2-D games -- like just about anything on the original Atari, Sega and Nintendo systems -- could only display a limited number of character graphics, or sprites, on a TV screen at one time. Letting a zapped enemy lie prone on the playing field caused problems, limiting the amount of new things, like new on-rushing enemies, that could be drawn onto the screen. 'You would end up sacrificing one of your precious moving objects to display an essentially useless dead body,' [game designer Ralph] Barbagallo said." With the advent of the newest generation of consoles, Totilo explains, we now have the luxury of corpses as far as the eye can see.
This discussion has been archived. No new comments can be posted.

The Details of Dead Bodies in Gaming

Comments Filter:
  • Thief (Score:4, Interesting)

    by starwed ( 735423 ) on Tuesday January 16, 2007 @01:49PM (#17631608)
    I'm pretty sure dead/unconcious bodies were a game element in Thief; didnt' you have to hide them to avoid alerting any guards who stumbled across them? (I've never actually played Thief, but I remember my roommate dragging the bodies into closets all the time.)
  • by drinkypoo ( 153816 ) <drink@hyperlogos.org> on Tuesday January 16, 2007 @01:52PM (#17631660) Homepage Journal
    Because an episode called "Knee-Deep in the Dead" kind of lacks impact when the dead don't lie around, let alone stack up to your kneecaps.
  • UOZaphod (Score:5, Interesting)

    by UOZaphod ( 31190 ) on Tuesday January 16, 2007 @01:53PM (#17631682)
    This reminds me of one of my buddy's D&D stories. The DM would track the corpses on the map and would force players to make a skill roll (I forget which one) if they wanted to step over a body. My buddy asked if he could carry a kobold corpse around with him to lay in front of enemy combatants to force them to make a roll. The request was denied, of course.
  • Protection (Score:2, Interesting)

    by plopez ( 54068 ) on Tuesday January 16, 2007 @01:59PM (#17631762) Journal
    Now you can stack up corpses and use them as cover while you fire. Just like in a real war! I can see Leningrad and Stalingrad scenarios where you could build barricades with frozen corpses.

    Too bad we don't have smell-a-vision, the smell of burnt and decaying human flesh would lend that extra realism to the game.

    Though if that's what you want, you could just volunteer for Iraq or Afghanistan.

    All-in-all I find the topic rather morbid.
  • by kabocox ( 199019 ) on Tuesday January 16, 2007 @02:06PM (#17631906)
    With the advent of the newest generation of consoles, Totilo explains, we now have the luxury of corpses as far as the eye can see.

    Any one remember playing the original doom and getting to that one map where it was you and a massive room full of demons? I cheated to get through it. Now we can have hills of demon corpses. O.K. They most likely mean human corpses, but that's the least interesting to me. Unless they are thinking about decomposing corpses and how long it takes which could be very interesting game play in where a massive battle field that isn't cleaned up spreads disease and what ever troops are around that battle field end up dead.

    Another thought would be revisiting the same areas/maps where previous battles were fought and the dead piling up over the generations the map has been used. Think of the dead becoming just part of the background or that they you have to bury them or burn them to prevent disease and end up making a new map if played several times.
  • Re:UOZaphod (Score:3, Interesting)

    by Constantine XVI ( 880691 ) <trash,eighty+slashdot&gmail,com> on Tuesday January 16, 2007 @02:08PM (#17631942)
    It's been 4yrs since I played, but I'd say it would be a standard Dexterity check. And if that was my table, by all means he would be allowed to drag the corpse around and put it in people's way. Of course, he would have to deal with things such as: the weight of the corpse, handling the corpse steadily and the decaying body (which would bring in disease, as well as the smell of a dead body).
  • by iggy_mon ( 737886 ) on Tuesday January 16, 2007 @02:15PM (#17632054) Homepage
    but will they render 400,000 dead?

    http://en.wikipedia.org/wiki/Darfur_conflict [wikipedia.org]

    Estimated number of deaths in the conflict have ranged from 50,000 (World Health Organization, September 2004) to 450,000 (Dr. Eric Reeves, 28 April 2006). Most NGOs use 400,000, a figure from the Coalition for International Justice that has since been cited by the United Nations.

    i'd rather they didn't lay around. it's nice to see the payoff for good play but this is supposed to be a game not an experiment in psychology (i'm guessing here, maybe it is :-)

  • Re:Realism (Score:5, Interesting)

    by Short Circuit ( 52384 ) * <mikemol@gmail.com> on Tuesday January 16, 2007 @02:18PM (#17632082) Homepage Journal
    I wish corpses remained solid. It would add a whole new element to gameplay, making it a priority to get your butt through a hallway before the corpses pile up to the ceiling.

    Also, in team play. Want to block off a path? Litter it with your opponents' corpses.
  • by Animats ( 122034 ) on Tuesday January 16, 2007 @03:23PM (#17633312) Homepage

    I'm responsible for some of this. Here's the first ragdoll falling downstairs [youtube.com], from 1997. Yes, that's how that cliche started. I'd written the first ragdoll system that really worked right, so it was time to make demos. The first try had six-legged bugs dropping through a funnel, which is tough technically but not very interesting. Then there was the big mecha toss [youtube.com], to show that we did heavy objects right. (Most game physics systems still get that wrong. The physically animated objects all move like they're very light. We call this the "boink problem". There's a cube/square law in contact handling that's not captured by the impulse/constraint systems.) So I was looking for a hard case that exercised the system and was way beyond what anybody else could do back then. The fall down a circular staircase was it. It's a tough multiple-collisions problem with friction against multiple surfaces, and contact computed against the polygonal geometry, not some oversimplified model. Every step and every stair railing is an individual object; the feet can slip through the space between the railings.

    After we did that, everybody did ragdolls falling downstairs. It got to be a cliche, like caustics on shiny logos. One vendor in the early 2000s had a waterfall of bodies falling downstairs as a GDC demo.

    Our original plan was that this was a step to physically-based character animation, where the chararacters really balanced and moved because their feet had friction with the ground. My eventual goal was real martial arts moves, where the throws really were throws. But the industry went off in a different direction - motion capture with interpolation. This provides a reasonably good look without having to solve all the control problems of robotics. The companies trying to solve the hard problem went bust, even after some systems that worked, so that didn't seem to be a direction worth pursuing.

    So what did we get from game physics engines? Dead bodies. As CPUs got faster and the algorithms improved, lots of dead bodies. Then, "infinitely destructible environments". Disappointing.

  • by Impy the Impiuos Imp ( 442658 ) on Tuesday January 16, 2007 @03:41PM (#17633644) Journal
    Worse than that, you can attack a group of three monsters on patrol (e.g. the goody goody centaurs near the tauren lands), quick-slaughter one and run away before the remaining 2 can kill you. Run far enough and they give up and return to what they were doing, and where, which means they march back to where they were on their patrol point and continue.

    So you see the idiotic spectacle of supposedly intelligent and goody two-shoes creatures reassembling on top of the corpse of their now dead companion, and ignoring him and continuing on with their patrol. Not aborting the patrol and returning to base because 1. they're under attack and 2. they need to report, which is the entire point of the patrol given they don't have walkie talkies.

    Stupid. But CoH is no better with you attacking bad guys in bases while their buddies stand 30 feet away and do nothing, even though they clearly see and hear the fight.

    Why are there no "hard" online games? Yeah, I know the market for competent people is mighty small compared to that of bumbling buffoons, but some of use want an MMORPG equivalent to Serious Sam on Serious mode.
  • by localman ( 111171 ) on Tuesday January 16, 2007 @03:48PM (#17633778) Homepage
    I remember a couple of hacks in Unreal Tournament that allowed you to keep bodies (and body parts) around as long as you wanted, as well as to keep blood stains, bullet holes, and powder burns on the walls and objects as long as you liked. Friends and I would crank them all the way up and play a small-room deathmatch. It actually made me queasy at points. By the end of the round the place looked like a slaughterhouse in hell. It was pretty damn disturbing.

    And, uh, I loved it :)

    There was still a technical limitation though, if you set it to keep them permanently and played a long round, your performance would degrade considerably over time.

    Cheers.
  • Re:Realism (Score:5, Interesting)

    by mmalove ( 919245 ) on Tuesday January 16, 2007 @04:00PM (#17634052)
    Ahh yes, nothing like playing some flatout or carmageddon, and hitting the corner of a wooden shack or frail tree with a mac truck only to be completely wasted due to that object being "permanent". There was an MMO released last year called auto assault, which unfortunately lacked in many areas, but one thing I really liked about it was the nearly completely destructable environment. Roll up into an enemy camp guns ablaze, or roll OVER the enemy camp, through every building/structure.

    If corpses are going to block projectiles, they need to be destructable. I could see this adding quite a bit of strategic element to even an FPS. I really wish that in battlefield 2 the tanks wouldn't immediately explode, because they made great infantry shields right up until they went boom, and presented a nice little mobile fortification.

    If corpses don't somehow hold an interaction with the game, I see little point in their long lifespan. If I can't pile them high as a makeshift sand wall, or eat them to regen some health, sweep them along to digital heaven already.

  • Re:Realism (Score:3, Interesting)

    by SeaFox ( 739806 ) on Tuesday January 16, 2007 @05:32PM (#17635992)
    I wish corpses remained solid. It would add a whole new element to gameplay, making it a priority to get your butt through a hallway before the corpses pile up to the ceiling.

    Think what this could have done for Doom. Demons with variable mass! A demon in the hall that is too large to push past at 20% health, but you can at 60% (or if you have a Bezerker Pack). Demon corpses blocking the path of new demons. How about being able to pick up demon corpses and throw them at oncoming attackers?
  • by Anonymous Coward on Wednesday January 17, 2007 @07:15AM (#17644006)
    Oh boy. The patents are VERY broad, and cover all spring equations that don't follow Hooke's law - including equations that are not yet invented! So if I invent one, YOU steal it right away with this patent!

    For all intents and purposes, this is a dangerous patent, and should be invalidated or at least narrowed down ASAP.

Kleeneness is next to Godelness.

Working...