'Losing For The Win' In Games 159
simoniker writes "Designer Ben Schneider (Empire Earth, EyeToy: AntiGrav, Titan Quest) has written a new article exploring the possibility of enticing your players through the power of defeat. From the piece: 'Some of the most memorable moments in games depend heavily on reversals to kick their dramatic arcs forward, from Planetfall to Fable to Beyond Good & Evil to Deus Ex. And yet, as an industry, we clearly have a lot to learn — and a lot to invent. So, then, how do you draw a clear line between player failure and dramatic reversal? It is a question well worth pondering.' In other words, if the game forces the player to get his ass kicked, can the player ever forgive it, or is it the key to some really interesting moments when used in a positive way?"
FTW (Score:4, Funny)
uhh (Score:1)
This guy needs to play Ninja Gaiden. 1.
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Or Megaman 1 Dr Wiley stage. You bring up an excellent point. In the golden era of video games, it was perfectly fine to make stuff near impossible to complete. Now with so many different games to play, people get sickened if stuff is too tough.
(Aside)That's why I like the leveling concept. If you make a game that's actiony, but make it so bosses and higher levels are incredibly tough, you can always add a leveling concept to the game. Super skilled players
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Then you should check out Crackdown [xbox.com], which comes out next week. The demo is crazy fun.
Re:uhh (Score:4, Insightful)
I don't think it's the number of games, although it is a side effect thereof. It's because we now realize that there are other ways to make games fun and hard besides making parts of them impossible. Also games can be a lot longer now. Sure, there were games that lasted a long time in the past - but only because you could play a hundred levels of them or what have you.
Also, games were previously like that because of the legacy of arcade games. You made them have very hard points in them so they would eat the quarters of the game addicts. But now we play console games and we want a game that will more consistently be fun. The arcade was about being a badass. The home console thing (aside from network play) is about having fun. I think this is the real reason - they've simply figured that out.
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Home games are easy so you'll beat it and buy another one.
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Very interesting point. First, games of the 80's (think NES [wikipedia.org], the master system [wikipedia.org], and the Genesis [wikipedia.org]) where particularly difficult because of the 'game design' to reward lives and punish players by taking those lives away, upon which the game is over and you have to start over.
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The solution, as I have seen it, is to play in a freeware emulator. They tend t
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"The earliest, simplest method of creating dramatic setbacks in games would be the cut-scene ex machina. One of my earliest memories of this venerable technique is in short clips between levels in the very first Ninja Gaiden, but the same effective ploy can be found in the likes of Diablo II, not a few Final Fantasies, and to wonderful effect in Grim Fandango. It's safe. You are not likely to think you failed in a scene you had zero control over, especially as they
Depends (Score:2)
2. On whether that portion of gameplay is well depicted with interesting consequences.
I learned a lot from crashing in flight sim games, for example...
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In most cases this sort of thing really annoys the hell out of me, not because I dislike failing but because the methods they use almost always feel like they were playing outside the rules to do so. The only reason I lost that battle
Metroid has a battle at the start (Score:3, Interesting)
Sam and Max hit the road(original for 386). If you ride the Cone of Tradjedy, you lose all your items. My friend loaded up a saved game after he rode it, and he couldn't complete the game anymore. I come over his house and ride the Cone of Tradjedy because he says not to ride it, and then I collect all his items at the lost and found.
I think loses and setbacks are ok in games. I mean if you can't lose, its not a game really is it?
Bad past experiences can mold the gamer (Score:5, Insightful)
Poor game design elements such as this can sour the player on future games where any sort of loss or setback is considered to be the same as "game over."
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Typing "give [item] to [person]" usually resulted in the person saying "Hey, thanks a lot! But now you'll NEVER get it back!"
Could you give an example of this in a specific parser-based Sierra adventure game? I played quite a few of them and never ran into this problem. I'm asking out of curiosity, not as a challenge. I worried while playing them about doing something like this, but it never happened to me. Of course, I wasn't actively trying to make it impossible to finish the game.
I did, on the other hand, get a fair share of "You tried something we didn't think of" errors, but at least those didn't let you wander around ai
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I hate Sierra-type adventure games. So do most people, that's why practically no developers make them today.
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http://everything2.com/index.pl?node_id=613386 [everything2.com]
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How about TIE Fighter? (Score:2)
If you played it, you remember it. And it might even be one of your favorite gaming moments of all time.
I can think of a couple of other great dramatic reversals:
Ultima VI, when you realize that the Gargoyles aren't evil, but are after you because you're destroy
damn (Score:1)
I still get misty-eyed over Floyd.
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chrono trigger (Score:2)
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I personally think the dramatic reversal is overused in games. "I've just had my ass kicked by the player, but little does he suspect that that was only my shadow/I haven't used my trump card/I'm going to kick his ass anyway."
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FreeSpace II (Score:1)
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Like when you say no to the man in the suit at the end of Half Life. That was fun.
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If you're going to use Half-Life as an example, I don't think the "end choice" is much of a parallel.
I mean, whether you go out the tram ("yes" to G-Man's proposal) or say put ("no") is only a slight difference in the final cutscene. Saying yes only gets you to the credits sooner; saying no gives you “a situation you cannot possibly win” and also goes to credits. It's the same thing, just two different flavors.
I still think it's in there... let's see... [/me rummages about]
Here it is; at t
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MOHPA + FEAR (Score:2)
It would've been nice to know that was the intention in the first scene in MOHPA - you do a beachhead assault, get to the beach and are hiding under a bridge, and no matter what you do, a grenade frags your ass. This is, I think, the first in the MOH series that used that tactic, so I wasn't expecting it and got a little pissed that the grenade was unavoidable.
It was better done in FEAR when the main badass thumped you round the head in the opening mission - shame the e
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Flood. (Score:2)
Playing for the Lottery (Score:1)
This seems to be common in RPGs (Score:5, Funny)
I really hate those. I end up using all my consumables trying to stay alive and win, only to be meant to lose, and end up wasting all my potions.
Of course, the other side of this is when I suspect this is the token unbeatable boss, I don't waste any potions, and just lose on purpose -- oops, game over. I guess this wasn't the token unbeatable boss.
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When I fought against Lavos in that battle, Alya managed to survive the initial volley.
The only reason Lavos is too powerful is because he's a "premature" boss that's too powerful for the characters at that point. The intention is that the players become bored of power-levelling before the post-Zeal subquests and instead collect the more powerful weapons and items before the final confrontation.
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In MGSIII, There's a part where you actually die, they show the "GAME OVER" sign, and start playing the end of game music, and so on. You have to do something special to get past it, and further through the game.
There is no way of avoiding this scene-- you have to do it. It's a basic part of the story.
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A passage from a future FAQ: "Damn you, Kojima!!"
* The FAQ writer has a distorted definition of irony
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Ugh.
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Bastard developers will probably eventually addresses this by killing your characters for a real game over if the game detects that you didn't try hard enough, but continuing on with the plot only if you do use up most of your potions.
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Mmmm, Absolute Zero (Score:1)
remember the Gold Box games? (Score:2)
On the other hand, I rather liked Quake 4's use of the dramatic reversal.
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However, if you were kidnapped by a crazy amoral elvish outcast, i'm pretty sure he'd take your gear too.
heh
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You will get killed on this ride (Score:5, Insightful)
The problem comes if there's no hint to this. Or to put it in other terms, if the game is toying with you. As in, a battle seems to otherwise be fair and "normal", all your attacks and/or moves appear to be behaving properly (i.e. they appear to "hit", not "clang off harmlessly"), but whatever you're challenging just always seems to have a slight edge in that it plain and simply will not lose. Case in point: The field runner in Ocarina of Time. Link is challenged to a race across Hyrule Field. You're never given any impression that this is a fixed race, there's no way to "unfix" it (i.e. this isn't a plot situation where Link has to uncover a cheater), and the only way to discover this is by giving up, wasting your time empty-handed (or use a cheat device, which reveals the problem when he claims he won with a time of -1 seconds). Things like this could easily be taken as direct insults to the player, worse if the player unloaded all or most of a difficult-to-replenish or non-replenishable resource (expensive healing potions, stat-boosting effects, rare one-time attack items, etc) in the process.
So all in all, sure, it works once in a while. Just don't insult the player in the process.
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I know many gamers who have managed to "beat" unbeatable creatures [corante.com].
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Case in point, you can save your brother. He's supposed to run out of his apartment and get killed. But as with the grandparent poster, I didn't know hes "supposed" to die, and figured I needed to try harder to save him. So I stacked furniture in the doorway, used poison grenades, etc. to try to keep him from running out into the trap and dying.
It
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Half-Life anyone? (Score:1)
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No, that's a bug in the game. At the cutscene where you are knocked out and get carried for a little bit, you must avoid all form of movement - otherwise, you will get stuck in a mysterious dark room instead of being thrown into the compactor.
Planescape: Torment (Score:2, Insightful)
Dead Rising ... somewhat similar (Score:3, Interesting)
Dead Rising has a similar purpose (dying on purpose). The main character is definitely not immortal. However, upon dying, you can choose to either reload from your last save point, or "save and quit" which actually saves your current stats, quits the current game, and forces you to rest
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On one hand, the traditional gamer in me agrees with you. I hate it when games force you to backtrack through old levels and such, without adding much extra ... thus making it seem like the developers are just "padding" the length of the gam
Great for Learning (Score:2)
My anecdotal evidence regarding my nephew (almost 15) that is an only child would probably give up on a game like this as would, perhaps, many gamers. It would be a good learning experience
Games that have tried to incorporate this (Score:2, Interesting)
The one exception that springs to mind is, surprisingly, EverQuest 2; there are a couple of quests/events where I feel the SOE team have actually incorporated losing into the storyline very effectively.
The first I can think of is a more minor one - if your character chooses to betray his home city of Freeport to go and live in Qeynos (or vice versa) you embark on a quest series
deus EX (Score:1)
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NWN2 has two, and it sucked (Score:4, Interesting)
If you haven't played the game yet, stop reading. Stop reading anyway unless you are in the mood for a rant.
Okay, you were warned. In Neverwinter Nights 2 you have two "dramatic" moments. The opening act has you partnered with two childhood friends. A male fighter and a female wizard. Both like you start at level 1 and get maybe 1 or 2 levels during the opening act.
Your village is attacked because of you are the destined one. How original. Young farm person at just the right age to go out into the world has evil (wich for some reason has been laying low between the events of the opening credits and this moment) attack your peacefull village of your youth.
There are even in pulp fantasy variations of this you know. Conan was a slave his entire youth. Willow was a mature adult (well he had kids).
Oh well, you are attacked and for no very good reasing you get a cutscene were the girl suddenly decides to help her teacher out (who doesn't even look like he needs help) and gets herself killed. Drama!
Well no. It has everything wrong with it that the poster talked about. You first think it is your fault, then find it isn't and therefore feel only frustration. What a way to kick of an RPG that is supposed to have a influence system. Oh, and the lesson? Well listen to warnings and don't get in over your head. Good warning, except that it never has to be apllied in the rest of the game. You never meet anyone more powerfull then you that you can't handle. You never are asked to let someone more experienced handle a battle OR do a tactical retreat. So what is the point?
But that ain't the only one to snuff it. Later another girl joins your party and voila, she gets killed too. Again nothing you can do about it. Drama? No not really, hell the game doesn't even allow drama. If you really cared about her, you would be a little miffed you don't even get to kill her killer. At all, not even after you have no use for him anymore.
Oh, and the people from your village that survived the first attack? Well, they are killed off too. What? You are the desitned hero, so everyone you grew up has to die so that no stories of you running around with no pants as a kid can every ruin your heroic reputation. It is a rule!
Drama is nice and all, but the simple fact is that YOU are supposed to be in control. So if the game removes control, then anything that happens that you are supposed to be in control about just isn't "real".
Drama can happen outside your control (that is really totally outside your control, rather then just having the game take control) OR because of a choice you made.
System Shock 1 & 2 and the first Unreal did it very effective. Every bit of "drama" had already happened. You were in total control of events in your own time but naturally NOT in control over things that had already happened before your time started.
Finding out that the person whose emails you have been finding has died a tragic dead WORKS when it is clear it happened outside your time. You couldn't have gone faster or anything. So you do not feel cheated by the game. It worked for me.
Do you want to know one of the most dramatic moments in games for me? Planescape Torment, the dead nations, has an undead NPC who has lost her name. You can help her find it or give her a new one. The way that extremely short non-combat, non-fedex, non-runaround, non-loot, quest is told just worked for me. The entire area is nothing short of brilliant, undeads who are not just cannon-fodder, but that element is just damned good as it impressed upon me the sadness of an undead existence, destined to only rot away further and further while only memories remain of your former live.
Brilliant. And nobody dies, no cutscenes take away control. Just you, and an NPC and a few simple lines.
From the days of Wing Commander games have attempted to get me to feel drama by snatching defeat from the jaws of my hard won victory. It don't work for me.
Games are NOT movies. LEARN this deve
My favourite example is in Summoner (Score:2)
<spoiler>
The central character is taken out and the one character I had available to use hadn't been levelled properly for the tasks she needed to perform. When I got the central character back, he was crippled, and unable to use his most important power for quite some time.
</spoiler>
Star Control 2 : Pkunk (FTW) (Score:1)
Myst (Score:2)
I know some people who sure as crap won't ever forgive Myst.
Half the internet hates Myst, mostly because they're not clever enough to finish it. (It's lucky they never played Riven.)
Pyst (Score:2)
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Actually, most people aren't interested in tedium. Here's three examples within Myst:
Freedom is the problem (Score:2)
Actually Death is the Problem (Score:2)
Sure, death seems like a very big deterrent for the player. It sounds sinister. "You're dead." Scary stuff. But in games its not really like that. You're not dead, you're simply required to start over from some point before. "Respawn", so to speak. Its like a sort of digital "Ground Hog Day" without the laughs. Some games have dealt with the reason for this creatively, and
Losing as a strategy (Score:2)
Not impossible, just really hard (Score:3, Insightful)
This is akin to the stage clear mode in Tetris Attack (or Spa Service in Pokemon Puzzle League). There is a "bonus" level that's pretty much as difficult as the final boss if not harder, but if you fail it, you just go on to the next level.
In Fire Emblem GC, *minor spoiler* you can flee from the black knight if you're not up to it. It's pretty hard unless Ike has the Aether badge and Mist is on your team, but retreat only makes minor changes to the story, and affects who joins your party.
The SpiderMan/Venom Ultimate Carnage for Genesis/SNES has this part where you're ambushed by multiple boss characters at once. Not sure if you can beat it, but the longer you hold out, the better items you get.
Scripted losses are ok, but generally I only want one near the beginning of the game. Otherwise it gets to be a waste of time, considering your actions have no affect on the outcome. The optional losses are where the real money is though, and it gives developers an opportunity to make really hard parts.
Deus Ex [Spoilers] (Score:1)
Oblivion (Score:2)
System Shock 2 (Score:3, Interesting)
SS2 has one of the biggest "reversals" in a game ever. You go through the first half of the game clinging to the hope that Polito, the one human who's spoken to you, will be able to help you get out of this mess of mutated humans and haywire robots. That's all shattered when it's revealed that Polito was dead all along, and it's really been SHODAN egging you on the whole time. The second half of the game involves you being her (now witting) pawn as you follow her instructions to destroy The Many.
It's an ingenious plot twist that makes you feel, despite your success in finally reaching Polito('s rotting corpse), like you actually lost. And every success you have ends up feeling a bit hollow as well, because SHODAN told you to do it. It makes the voice logs you find lying around that much more valuable, as you try to cling to whatever humanity you can, because that's the only real victory in sight.
It's annoying. (Score:2)
For example, in many games some boss shows up early and you're *supposed* to lose, he is strong enough that you'll *definitely* lose.
So, if you're smart you just kick yourself in the groin and go down early.
If you, on the other hand, play your very best, use all your buff-items, quaff all your healing, hold out for aslong as humanly possible. Then guess what ? The game "rewards" you by letting you lose anyway, only now you'
Game developers are a curious sort (Score:2)
NOLF (Score:3, Interesting)
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You proceed through a long series of misadventures - ultimately failed missions. By the end of the game it turns out that the agency had a mole who was sabotaging your missions. The agency knew about this and set you up, in order to find the mole. A final surprise awaited at the end of the credits. Overall, a GREAT game. Alas, followed by a very disappointing sequel.
Deus Ex.. (Score:2)
Was it when you found out you were on the wrong side, and the UNATCO Forces started turning on you?
I never actually thought I was losing, I just thought it was an interesting part of the story. Any good story will have setbacks for the main character. For instance, when Neo fails to jump over the buildings, or when the Agents kidnap Morpheus.
Losing tends to destroy immersion (Score:2)
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Losing in Civilization (Score:2)
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Although it's really exciting to finally beat that bastard, and look back on how he used to wipe your party in 30 seconds when you first got there.