Narrative Death vs Game Mechanic Death

May 11, 2010

[Spoiler Warning: Small spoilers about two modern games are contained in this post, without specific details].  Two of the most popular games of 2010 have involved narrative death of the player character.  That is, the death of the player during the story elements of the game, specifically a cut-scene.  Both Mass Effect 2 and Modern Warfare 2 took their narratives to a deeper level with these plot devices, however they were both watered down by one key problem which I’m discussing today.

Death And The Video Games

Game mechanic death has a long history within video games.  What started out as the simplest way to get players to pop another quarter into the arcade machine has grown to be the cornerstone of most games.  Players were expected to die three times per coin.  The standard risk-reward system in our video games involves player death.  Do something wrong, you die, do something right, you don’t die, and possibly get a shiny new item.  The same developers that made arcade games that relied on these coin popping death sequences moved to making games on home consoles and PC’s.  Over time we’ve become slightly less reliant on death as a punishment with games like Braid dropping the death penalty entirely (and using it as the foundation for the entire game).

There is a difference between the deaths of old and the new style of narrative death we’re seeing.  The player controls the former while the game designer controls the latter.  In the case of Mass Effect 2 the player does have indirect control over the outcome, but once that cut scene starts no excessive tapping of the buttons can change the outcome.

The Problem

When these two styles of death (game mechanic and narrative) meet is when the problem arises.  Watching a cut-scene where the player dies is a great plot device and I’d love to see it in more games in the future.  However it’s watered down when you die 25 times leading up to the cut-scene with the narrative death.  If this common gameplay mechanic can be separated from the narrative death we will see even more powerful narratives in our games.

The Solution

There are a couple of solutions to this problem I’d like to discuss.  The first seems the most logical while the second is a lot riskier, but has the greatest opportunity to make a game that stands out.

No Death

Rather than death being the punishment for failure, have the player incapacitated or have a teammate come to your rescue just as your about to die.  Some modern shooters have the opportunity for a teammate to heal you without breaking the suspension of disbelief.  As squad based games become more feasible (with increased CPU power and AI) this seems like a logical choice.

Another possibility is to give the player rewind ability as in Braid and Sands of Time.  This is a more foundational mechanic though and would completely change the design of the game.

Permadeath

Most designers will shake their head in disgust at this idea.  It will likely lead to frustration and stop anyone but the most hardcore players from playing.  But bear with me as I take a small walk down insanity lane.

A small group of gamers are applying self-imposed permadeath while they play their games.  This is a great idea and adds a lot of weight to the narrative of the game.  Players feel more connected to the world and to their character.  In fact, the gameplay mechanic of death becomes a narrative device.  How would combining this style of permadeath with a fully narrative (read cut-scene) death?  It would make for some interesting gaming and I could certainly see myself screaming even louder at the screen than I already do.

If a game were built around the knowledge that permadeath exists it would completely change the design process.  Designers would be extremely careful not to put any unfair situations where the player may die.  It would also require the removal of any trial and error from the games, a legitimate design mechanic when used sparingly in our current style of games.

Conclusion

With either of these options the there are two main takeaway points.  Firstly the risk-reward system still needs to be in place.  Without a negative experience the player is not challenged and the experience will be watered down.  Secondly, perhaps we need to move on from tying the risk directly to death.  Once we move away from this, it empowers designers to make death a much more special part of their games rather than the foundation on which the player must climb to victory.

What are your thoughts on game mechanic death vs narrative death?  Did you feel narrative death in Mass Effect 2 or Modern Warfare 2 was watered down by the game mechanic death?  Do you have any other solutions I haven’t listed?

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  • Mark L

    I’ve seen a few articles on game deaths recently and I think you’ve hit the topic spot on in that game designers need to start shifting their perspectives on death in games. Over the years I’ve seen various ways of handling death in games and found that, like yourself, in a narrative sense, it’s disruptive if it happens too often, but the game still needs to have a challenge if it is trying to be more than an interactive story.

    Permadeath is always an interesting topic. In action/adventure games, as you stated, it tends to be seen as an option reserved only for hardcore players who are into taking extra care with their choices and playing conservatively. It also comes with the stigma of covering the same ground many times over just to reach a little further in.

    That being said, we’ve come a long way since Rogue, one of the first permadeath games. The most recent example would be Heavy Rain, in which characters can die and yet the story continues on, however, it is more an interactive story than action/adventure. The other mechanism I’ve seen a lot more of is that once a character dies, they are simply no longer available as a selection, which becomes just an abstraction of the lives system.

    On the topic of narrative permadeath for playable characters, I think that this should never be used. There is nothing worse than investing time and resources (whether it’s money, equipment, or anything consumable in the game world) on a character only to have the story take them away. This seems to be especially common in RPGs and really breaks continuity if you can revive your characters any number of times during gameplay, but if they die in the narrative you can’t bring them back.

    It’s always interesting seeing new ways of handling death in games. Some of the more interesting ones I’d like to see more of are (Warning, there be spoilers):

    Shadow of Memories: It starts with your character’s death and resurrection via a homunculus and the game is about finding why you died to prevent it, using an interesting time travel mechanic. If you screw up and die, you simply get sent back to the homunculus’ alternate space and get told to try again before your time in the present runs out. This is both a gameplay and narrative death mix combo that worked pretty well.

    The Path: The game ends with the death of each girl (except if you follow the one rule), however, the idea of the game is to spend as much time not doing what you are told in the first place, and death is the inevitable conclusion of their disregard for the rule. You cannot die before the end, and thus it’s a narrative death only.

    POP: Sands of Time: The game is being told as a story by the Prince to Farrah. Death in game could be rewound to undo death, however, if you could not rewind, the narrative death it caused was treated as not being part of the story and you could reload at the last checkpoint to ‘Tell it over’.

    POP (2008 reboot): This experimented with the idea of no death in a big way, where every time the player was about to die, Elika (your magical companion) would rescue you and take you back to a safe place. This also appeared in Too Human, where dying would result in a Valkyrie taking you back to a safe place. The downfall was that this made the game too easy and there wasn’t any risk in doing something.

    Little Big Adventure: When your character died, a cutscene would play before returning you to the last checkpoint. If you were escaping the prisons of Dr. Funfrock, you would see a cutscene where Twinsen was beaten at the hands of the warden before being returned to his cell. If you were out in the field, you would see the destruction of the world (what you were trying to prevent) to remind you why failure is not an option. Both narrative reactions to gameplay death.

  • http://www.elucidatedbinary.com Aaron S

    A well written article – you covered the issue of permadeath quite well, given the state of the gaming industry today.

    Although I haven’t played through all of Mass Effect 2 or Modern Warfare 2, the game that came to my mind was Nethack. The only way to avoid permadeath is to ‘hack’ the game + copy your save file before you die; however it is the permadeath factor that makes Nethack such a legend among games. The fact that death is permanent has created an entire culture of people who love the game and compete to try and actually finish it.

  • http://gamerboom.com/archives/36850 分析电子游戏中的叙述死亡和玩法死亡 | GamerBoom.com 游戏邦

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