Sin And Punishment In Games 103
Thanks to NTSC-UK for their article discussing how games punish players for dying. The article starts: "Repetition has always been considered to be a pretty basic form of punishment and is still quite commonly used form even today. Fail a task, go back to the start of the level. Fail too many times and you go right back to the start of the game." It goes on to highlight save/restart points as changing this dynamic, saying that "...the most controversial aspect of the save point's growing role in videogames was the confusion between its two roles: acting as a marker which players are taken to when punished, and as a point where players could stop in order to resume play later on." Is there such a thing as being able to save too often?
eh? i thought punishment was.. (Score:3, Funny)
there's various ways to get rid of it including burying it(dig a pit and push a boulder into it) eating it(polymorph into something that can eat metal), scroll of remove curse & etc.
seriously though, there's no such game as nethack as far as punishment goes. you play unprepared for everything, you die and start again. and die again and start again. that's not the punishing thing, it's the addictiviness of it, just imagine playing a random rick dangerous game for 10 years and still liking it, there's just something that must be bad in that kind of thing.
Re:eh? i thought punishment was.. (Score:3, Insightful)
On the other hand, roguelike games usually have random dungeons, while most commercial games have fixed plots. Once you've been through it once, the second and third and ninth time are just boring and a waste of time...
Too much of a good thing... (Score:5, Insightful)
Oh yes! Quicksaves are really convenient, but they take all the challenge out of some games.
- progress. save. progress. save. progress. die. reload. progress half as far. save. experiment. save. etc. etc.
There are two drawbacks to quicksaves, or saving too often in general.
- No risk experimentation.
The player really isn't afraid to jump out that window or off that cliff. They can dive into a room full of armed thugs without any fear at all. The lack of risk and fear of losing your "life" takes both immersion and reward out of passing an obstacle or event.
This is sort of a side-effect of having too many saves, but:
- Spoiled gamers? Not really, but in a way its really difficult to go back to games that don't offer such lenient save functions. I was just playing a game the other day who's title completely slips my mind, but it was a FPS with no quicksave function. It drove me nuts. Forced me to complete whole stages without using my magic F5 key (Oh the horror!). It really made me think of the impact it has on a player to be given such powerful tools and abuse them without knowing it. And when a game imposes stricter saving rules on the player (me), I get really peeved about it.
So in a lot of ways, saving too many times is more than just a placeholder so I can stop playing momentarily, or a punishment. It's a cheat.
Re:Too much of a good thing... (Score:3, Interesting)
I want my game to CONTINUOUSLY save its state. When I arrive at death, I want to press the REWIND button on the game until I come to a place from whence I choose to resume.
Its just too hard to know in advance where that will be.
Power to the Player!!
</troll>
absolutely (Score:2)
Re:Too much of a good thing... (Score:2)
I've seem [a few] games where there is a subtle choice to make in the middle, and making the wrong one causes you to loose much farther on. The idea is that you will be unable to manage hundreds of saves, and thus make the wrong choice and have to re-play to find the right one. This punishs those who save only for a way to get ahead. Some games limit how many games you can save. (Mostly really old APPLE// games where you could only save to the game disk)
Then there are games that are unwinnable without
Re:Too much of a good thing... (Score:3, Funny)
Why did I just have a flashback to "Leisure Suit Larry and the Land of the Lounge Lizards"?
Re:Too much of a good thing... (Score:3, Insightful)
Plus the fact, on PC's, games tend to crash without warning, even the most well coded ones, so not only would limited saving "punish you" for not doing well at the game, it punishes you for the piss poor design of the system it's running on.
I've been a gamer for 23 years now. I consider myself above
Re:Too much of a good thing... (Score:2, Insightful)
Re:Too much of a good thing... (Score:4, Insightful)
Re:Too much of a good thing... (Score:2, Insightful)
Re:Too much of a good thing... (Score:1)
Re:Too much of a good thing... (Score:2)
See I think I have to disagree here. I think that the riskless exploration is one of the great things about quicksaves. It is liberating becau
Saving Too Much Can Be A Punishment (Score:1)
Cases evolve when you have saved a number of times and you need to roll back to a certain save to redo everything again. The more saves you have the more often you repeat the same task back to the failing point. That is until you find the right save that allows you to continue forwards.
Re:Too much of a good thing... (Score:2, Insightful)
Re:Too much of a good thing... (Score:2)
If I can save whenever I want I tend to save after accomplishing big things, or when I am done for the day. Unless things are real obvious I don't save in anticipation. When there are save spots I save at every save spot which always is used to portent a boss fight.
So I end up knowing exactly when to get at full strength and exactly when to save for best cheatlike effects.
My favorite save system was Diablo II though, with it continually saving so that there was no escaping your stup
Death in gaming (Score:4, Interesting)
Re:Death in gaming (Score:5, Insightful)
Where death in games matter most is multi-player FPS titles....the game is pointless when there are immediate respawns
That's one of the things I hate about them (aside from the fact that I suck). There's no rankings penalty for getting killed a lot, so players just go kamikaze and boost their kill count. The old Air Warrior game had a statistic called "kills-to-death ratio" that was universally respected. It rewarded self-preservation and was a true indicator of skill.
Re:Death in gaming (Score:1)
Re:Death in gaming (Score:2)
Statistics for Unreal Tournament have always tracked something called efficiency
Right, but as I recall a player's rank was based on the sheer number of kills, not factoring in efficiency. The broadcast announcement for an unbroken kill streak was pretty cool. I somehow managed to runup a "Godlike" streak once. I'm pretty sure I was sniping on Facing Worlds ;)
Re:Death in gaming (Score:2)
Re:Death in gaming (Score:3, Interesting)
Re:Death in gaming (Score:1)
Two seconds for a respawn is just not fast enough!
(click-click-click-click-click.. waiting eternal two seconds)
In Couter Strike the most important thing is not to die.
In Quake, the most important thing is to kill. Your life has (almost) no value, killing is important. No matter if you die too.
Re:Death in gaming (Score:1)
Some MMO games fail to fix this problem, World War II Online suffered from extremely long distances to battles and few ways to get there quickly. Others suffer from imbalances of the use of easy respawning (my friend us
Again we should take a page from... (Score:2)
Even the newest sonic games still have this marker, you don't have to go back all the way to the start, and its a small goal to reach for on your way to completing the whole level. However you can't just arbitrarily save every 30 seconds so that you have almost *no
too often? (Score:2)
(Memo to me, lookup those 2.6 kernel instructions, running multiple file hashes in the background while typing is soo amazingly sluggish th
Re:too often? (Score:3, Interesting)
One game that suffers from this (and doesn't allow saving, either) is Super Monkey Ball 2 on the Gamecube. There are many levels where whether or not you complete the level is based entirely on luck or cheese. For example, there's one
Re:too often? (Score:1)
Re:too often? (Score:1)
Admittedly, it was pretty easy, but the quicksaves took all the challenge out of it.
sin and punishment in games? (Score:2, Informative)
http://www.nintendo.co.jp/n01/n64/software/nus_p_
You haven't heard? (Score:1)
Children, parents and games (Score:3, Interesting)
Re:Children, parents and games (Score:3)
That's a horrible memory...
Re:Children, parents and games (Score:1)
Re:Children, parents and games (Score:2)
Quicksaves are the best solution (Score:2)
Re: (Score:1)
As usual, two sides - no resolution for *all* game (Score:3, Insightful)
In each new game I fear some mechanism that will lead me down a one way systems and my quicksave will be useless. Sadly, I've not found a game that does this, so all my file saving discipline is wasted.
I end up playing in bazai mode, run into every new room and spray bullets after so many times creeping round corners into no danger.
Seeing as games take like a zillion hours anyway anything that maximizes your chances you are going to take (well except invoke GOD mode, that's just *too* lame).
So, quick save good and bad. Be strong, don't save.
Remember this conversation (points for being either)
"Come on, we've got go now!"
"Hang on, I've got to get Cloud back to the savepoint."
Nowadays part of the skill of parenting has been the ability to asses the level of trauma proportional to the save point time expenditure. The boy used to try and hoodwink his mum by saying "I need to get to a savepoint" to get himself another 20 mins play-time. He didn't reckon on me knowing how to play video games.
Re:As usual, two sides - no resolution for *all* g (Score:1)
Re:As usual, two sides - no resolution for *all* g (Score:2)
The outcome was good though, the agreement became "Tell player 30 mins *before* you exepect playtime to finish. Then when the time is up, the time is up and no arguing".
When one hears of all sorts of stuff like the device a while back that rationed electricty so that the conflict didn't arise one wonders how the rest of the household conflict is resolved. That kind of living does no good for anyone.
If repetition is punishment ... (Score:5, Funny)
Games too Hard (Score:2)
There used to be a a sense of fear afraid you would die, now it seems you play to see how to avoiding dying.
Re:Games too Hard (Score:2)
I think maybe we're just getting old. Well, you are. I find games as easy as ever (except for DDR Max - still can't beat that goddamn Gradius remix).
I do agree that some games abuse saving though. Resident Evil limited the number of saves, but I found I still had many, many ribbons left over when I beat it for the Gamecube...
Mr. Surly strikes again! (Score:4, Funny)
Hrrrummph! As usual, everything in RL is backward from video games.
Do you people even realize, if RL had savegame capability, how many times I would have blown away the idiot at Taco Bell who can't get my order right beause he's too busy IM-ing his girlfriend to be interrupted with customers?
Save points as punishment, indeed! *NOT* having save points is the *REAL* punishment!
Other reasons for save points (Score:5, Interesting)
But there is also a strong intuitive basis for save points, akin to not being able to rest just anywhere in a dungeon in a D&D adventure. A save point should be a "safe" location. Being able to put a bookmark in the middle of a series of tough battles breaks them up. If the player can just once get through all the hard parts of such a sequence without taking serious losses, then it's as if they don't exist! The player will then save at that point and not have to worry about going through it ever again. If those obstacles have a strong random (or not obviously deterministic) component, then this can break a level.
Let's say someone's challenged you to a little game -- if you roll a six-sided die ten times and never get a one, he'll give you a lot of money. In a computer game, the player would save after each successful roll and practically ensure an eventual win. Taken as a sequence, such an obstacle is more troublesome than if the player can bookmark after each roll.
Something in me kind of rebels against this question, actually, the assumption of "punishment." This question only makes sense if the listen intuitively accepts that all a "save" does is record the player's location and state, monster locations and states, which items are collected and the state of a few minor puzzles. In a more complex game (such as Black & White, where great portions of the game's environment is editable), you're saving and loading a lot more than just player location, and although B&W did have a quicksave feature, the idea of making a "bookmark" doesn't make as much sense. Although it is long, playing through the whole level each time makes a kind of sense.
Of course, understand that I'm a Nethack fanatic, and games which feature permanent character death appeal to me, so I'm obviously deranged.
Re:Other reasons for save points (Score:2)
But there is also a strong intuitive basis for save points, akin to not being able to rest just anywhere in a dungeon in a D&D adventure.
But I like being able to rest/save just anywhere in D&D. I'm much more interested in following the story and interacting (especially playing around with different character types and alignments in D&D's case). I don't think the designer should force anything on me.
That aside I also like playing nethack, but that game's got *no* story happening and nothin
Re:Other reasons for save points (Score:1)
Nethack, admittedly, has little story, and I actually like the old premise of "generic adventurer wants amulet for personal reasons" thing, the build-up given in the Guidebook, rather than all that annoying Moloch business on that page of intro text upon starting a new game.
Here's a secret about Nethack: it's really not that hard once you know what you're doing. Not that's a *lot* to learn, but it's actually a very fair game for a sufficently cl
An interesting approach (Score:5, Insightful)
While not a magic bullet, I think this approach has a lot to offer, but has very rarely been used since. Even Deus Ex, hailed for its exceptional storyline where what you did made a difference, it was still very linear. You could make small changes and maybe save a few people here and there, but it still didn't offer much incentive in the way of replayability.
While in Wing Commander, it was still possible to 'cheat' the system by saving before every mission, and playing the mission until you 'won', it was not always clear which outcome was a win. And in any case, playing the game that way would clearly be a lot more frustrating than simply playing through and not caring whether you always win, and just do your best. In effect the players who try to 'cheat' the system in Wing Commander are actually punishing themselves with repetition of missions. The casual gamer never has to repeat anything.
Food for thought. I'd like to see more games like this. Even Wing Commander's storyline was fairly primitive. Only two branches per mission. There were no partial wins.
Re:An interesting approach (Score:2)
Re:An interesting approach (Score:3, Interesting)
In Deux Ex there were different ways how to tackle a problem (you know, like Perl, there's more than one way to do it). The storyline did not really chance that much.
Another good example I think is Baldurs Gate, where the main plot progressed, but the sideplots varied wi
Re:An interesting approach (Score:2)
Either way, there was quite a bit of branching based on your mission success in both Prophecy and Secret Ops.
Re:An interesting approach (Score:1)
yes, definately (Score:2)
I think you should only be allowed to save at particularly difficult points in a level, where it wouldn't be uncommon to fail three or more times before succeeding.
Re:Buddha was a gamer? (Score:2)
Re:Buddha was a gamer? (Score:2)
The Setting for Planescape is a melang
Death should change everything...but you. (Score:2)
The save game feature is as convenient, but it lacks one real-life phenomenon that lie at the fault of a backup. You forget everything that's happened to you since your backup. You don't know how you died. Any actions or conversation
Re:Death should change everything...but you. (Score:2)
Re:Death should change everything...but you. (Score:2)
imdb zardoz [imdb.com]
*if not, rent the dvd or get it from somewhere, be warned though, if you don't get past the 'omg lol sean connery in ridiculous outfit' you wont get much out of the film. if you can get past that it's an excellent film in a rollerball(the original, not th
Autosave Agony (Score:3, Interesting)
After playing 9/10 of the way through a particularly long and torturous Halo level, I ended up in a Warthog, sliding sideways of a cliff, exactly when the final monster was killed (triggering the autosave).
This gave me the joy, delight and reward of a hundred or so attempts leaping from the falling warthog and just failing to make it to the top of the cliff.
If developers insist upon disempowering the users, they should at least try to ensure the users are not completely sabotaged.
Personally I have always found that over-use of a quicksave function makes it relatively easy for game designers to create "gotchas" that force users to restart a level (used all ammo, didn't flick the switch, whatever) - so I don't believe it is the game destroying function that other propose.
Q.
Games need rewind buttons (Score:2)
Twofold save system (Score:2)
Resident Evil+ (Score:2, Interesting)
Re:Resident Evil+ (Score:1)
Several ideas (Score:2)
Other ideas I can think of would be to allow you to save anywhere but only once per dungeon or level or whatnot, maybe more on a very large map. This lets someone who needs to get up and go do so, while requiring the people who try to use savegames to replace skill or luck to wonder if they'll be needing that one save right after this part of the map. Or have mov
Progressive defeat vs instant death (Score:2)
I hate to get punished (Score:1)
Sure, strategic games and such should be hard to, but since I know I can die and be forced to replay the level I always saves every now and then or just simply don't play at all since I actually get bored (that is probably more true of games like WC3 there the single player missions was so boring). Can't say it would be better if the level
Then don't do stupid stuff? (Score:1)
The whole point of the article was that punishments had to be introduced into games to encourage players to approach problems dif
I for one am against... (Score:2)
Re:I for one am against... (Score:2)
I see, removing features *increases* fun.. who knew?
Saving is optional, if you want to go through the entire game without saving, go ahead. But to prevent people from saving because you think it makes it "more fun" is stupid.
Skill Levels (Score:1)
I can't say I condone the act of saving, then dying and reloading back to the save (so you don't lose the life, etc), in my books that's "cheating" regardless of skill level, but I do see Save Points as a valuable "safety net" for less skilled gamers, and a useful tool even for skilled gamers.
A very skilled and confident gamer is probably going to regard too many Save Points as "tak
let me save whereever i want (Score:2)
Interesting thing about that. (Score:3, Interesting)
If you fall off or the barrel explodes, it doesn't force you to back track or anything else. The barrel dropper drops another barrel, and I-Ninja hops onto the barrel -- ready for another attempt. It also has a lot of cool moves (ala Jet Set Radio Future). It's quick, neat, and unfrustrating. A pleasant switch from all the linear platformers that stick with the jumping-puzzle-frustraction-factor gameplay.
Re:Interesting thing about that. (Score:1)
If you fall off or the barrel explodes, it doesn't force you to back track or anything else. The barrel dropper drops another barrel, and I-Ninja hops onto the barrel -- ready for another attempt.
Looks like to me the "poo" leve
Its probably too late but... (Score:3, Interesting)
Of course this does result in some side effects. For starters, the lack of permenant "saves" means that if you die you'll be sent off to the beginning to try again. The Dragon Warrior and Mario games accomodate for this by mixing in save points at places like right before entering a cave, or starting a new tennis match.
What designers need to focus on is what gives the game purpose. As much as I hate those academic cooks who talk about video game narrative, almost every game follows the same structure. Go from level to level, retrying until you find the end of the game. Failure in this situation has nearly zero meaning in this repitition model. I hear the Wing Commander games featured a system like this. Unfortunately, academics never get a warm welcome, in part because they have little experience, in part because they make little attempt to be accessible, and in part because they stray from the people's notion of a game.
Give a reason not to save! (Score:3)
You shall observe that upon death, the player is not forced to replay anything, or to restart the game. They are merely returned to the local temple, less a few XP and gold, ready to return to the fray if they so choose.
In my personal experience, the only times I will save the game, is when I must leave to do something else, since death is handled in the game in a just manner.
Re:Give a reason not to save! (Score:1)
It's more than just a little XP and gold. I don't remember exactly but the cost is like 10% of your XP plus 50*your level in gold. Even in NWN it is far cheaper to save your game before a big fight and reload if you die. It also doesn't hurt to assign the stone of recall to a quickslot
Re:Give a reason not to save! (Score:2)
I know that it would be cheaper to save, but I work on the basis that dying should be painful, or there's no point in not just using god mode - especially with the opt
Video Replay (Score:1)
The Killing Game Show on the Amiga (also released as "Fatal Rewind" on the Megadrive/Genesis) had a great feature that I haven't seen since.
If you died on a level, it would take you back to the beginning, but show you a replay of what you had just been doing on the level. You could fast-forward the replay and then take over at any time just by moving the joystick.
Simple, brilliant idea.
Suspended (Score:2)
Quicksave vs. Checkpoints... (Score:1)
I define checkpoints as predefined points where you will respawn in the same state as when you entered them when you die, but that will not actually save the game for you. Optionally a player may be allowed to save at any point and in another session load+start at that checkpoint but that is not part of the checkpoint definition.
The reason for checkpoints is so that you can not quicksave in a dangerous location and so that any single gam
Suspend saves: the solution? (Score:2, Insightful)
Saving and leaving (Score:1)
Re:Saving and leaving (Score:1)
heck it's my time and my fun and i find it boring replaying "search and destroy" 50 times because a tank spotted you in the thickest bush once you discharged a weapon.
not to talk about "alam
Quick saves have ruined the FPS Singleplayer Genre (Score:1)
Every one since has been a "Quick save, quick reload" fest, rather than focused on actual play.
The game was ridiculously exciting, especially in the marine levels, because (at least before the save patch) no way to recover if you died, you had to start all over. This led to a style of play very akin the feel of the movie- Jerky glancing back and forth, staring at your motion detecter, firing wildly at any movement
Timed saves? (Score:2)
But, given that the mechanic of the game seemed to be that yo had to be lucky enough to not face off against the "killer" monster groups in each dungeon, it was very wel