There are numerous ways in which games deal with death; three particular examples I want to address are from the Devil May Cry series, Dark Souls, and Pokemon. Strictly speaking the death mechanic in Pokemon is only fainting but it functions the same way as death does in most RPGs; the character's health/stamina/hit-points are reduced to zero and they are removed from combat or cease to function. All of these games treat death quite differently but the circumstances of dying are not as permanent as "death" would suggest. In the older arcade games death meant you lost, game over. Now with the accessibility of personal consoles, games were expected to last longer and provide more than just a simple concept such as "get the circles" or "shoot the aliens" (then again, some haven't stretched very far).
Stick with what you know I suppose... |
Devil May Cry is a masculine series of games, let's be honest. The main character is a big man who doesn't feel pain, wields big guns and an even bigger sword to kill demons and the female characters wear slightly more clothing than the average stripper. So when you die in these games it hits you where it hurts; pride. There's nothing stopping you from continuing the mission post-casualty, but there's nothing stopping the game from slapping you in the face with a great dirty "D" at the end of your mission for it. The first and third games in the series were particularly difficult in that an easy mode was unavailable, somewhat mockingly, until the player had died a number of times in the normal difficulty.
The latest instalment by Ninja Theory, DmC: Devil May Cry, made death less critical as the player retained their "style points" but lost 20% of their final score. In the previous games death meant a loss of all style points accumulated up to that point because, let's face it, dying's just not cool. So death has the consequence of dissatisfaction at one's personal performance. It makes the player feel inadequate. You don't want to die, not because you will 'lose' the game, but because you want to feel like a man.
"SSS" could also stand for "Something So Satisfying" |
But one must not be discouraged. Dying, in a twisted way, becomes a form of progress in its own right. You walk down a corridor and something comes from behind and stabs you in the back. Right, look both ways before taking a corner. You return to your place of death and continue down the corridor only to have corrosive ooze fall from the ceiling and engulf you. Sidestep here. Eventually you escape the corridor and encounter an enormous demon whose abilities are far beyond your own and he one-hitter-quitters you. Looks like you need to level up son. And there we have progress. Painful, gruelling, masochistic progress.
The consequences and brutality of death are also what gives the game part of its hook. While games like Mario and Sonic the Hedgehog remakes still cling to the lives system, death is practically meaningless and the tension it holds is lost. Dark Souls speaks to a generation of gamers who are looking for something to fear, to have real challenge rewarded with a sense of real triumph.
Awwwww yeah! |
Some in the online Pokemon community have gone against the mechanic of fainting, following a self-enforced set of rules that has come to be known as the "Nuzlocke challenge," named after the comics it originated in.
I got this but it took three tries |
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