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Don't Hit Reset

Tom Mc Shea looks at how permanent death can create a strong emotional connection.

337 Comments
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Death. The word settles in your stomach, cold and heavy. An inevitable fate, and always much closer than you'd like. Fading into the pages of history is a terrifying and sobering prospect, and that's why we relish an escape from this gloomy outlook. Video games are a safe haven. Checkpoints, extra lives, quick saves, and continues all shield us from life's ultimate end, perpetually giving us another shot to correct our past mistakes. And yet, when games embrace the inescapable reality, the gravitas of each moment is profound. One false step could spell your doom, so you move carefully, stay alert, and count every small blessing you receive.

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Fire Emblem: Awakening views death with a calculated gaze. As you march into war with knights and archers by your side, you understand that not everyone will join you for the return home. If an enemy mage conjures a ferocious fire blast, or a rival horseman gets his full weight behind his mighty axe swing, your allies could meet their untimely end before you can think of a contingency plan. Once they're struck with a fatal blow, they fall to the earth in slow motion. The music is momentarily silenced, and memories rush through your head. Virion's detached arrogance. Olivia's humble exuberance. Anna's buoyant brawn. All left behind as you continue onward.

Fire Emblem: Awakening views death with a calculated gaze.

The temptation to hit the reset button is undeniable. Henry, with his dark sense of humor and darker spells, joined your party only moments before his early exit. Yarne was almost reunited with his mother before a stray arrow ended his life. It would take no more than a quick button press to erase your failings and start over with a clean slate. And yet, such a moment of weakness would topple the tower Awakening so expertly erects. The cost of war is ever present, and the people who join your party do so with full knowledge of the approaching end. Sacrifice is a theme interwoven throughout the story, so to run and hide from failure would be a disservice to your friends who died fighting.

Death has surfaced in games other than Awakening. In XCOM: Enemy Unknown, the soldiers you develop and grow attached to, named after your friends and family, can die from the nefarious alien attacks. And once their limp bodies crumple to the concrete, they're left there forevermore, alive only in the memories of those they served with. Final Fantasy Tactics makes your heart race. When comrades fall, a timer counts down the rounds left until they pass into the light, so you rush to their side as quickly as possible, to save them from an irreversible slumber.

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It's a mechanic that seems to go against the very nature of playing a video game. You're supposed to find solace within a virtual world, run away from the terrible demands of everyday life. Games should be a barrier that prevents bad feelings from infecting us, a sweater that wraps us in its protective warmth. And yet, when dire consequences loom, a game with permanent death doesn't push you away. Instead of being bleak and foreboding, it's empowering. The emotional connection between you and the fictional denizens strengthens the deeper you get into the journey. You're invested in the lives of your characters, in protecting them when danger strikes, and so you continue to play, even though each moment is fraught with tension.

To run and hide from failure would be a disservice to your friends who died fighting.

Video games let you explore difficult situations from the comfort of your living room. Because nothing can hurt you when a controller is in your hand, you can experience events that would be catastrophic in real life. We don't like to think about how death would affect us, what it would be like to lose someone we're close to. But games like Awakening and XCOM conjure this feeling of attachment in meaningful ways. When you spend hours with characters, learning their histories and hopes, building them to be powerful and durable, and then they die, it's like being struck in the stomach. You've grown attached to these characters, and enjoyed seeing them grow and mature, and then their lives are cut short before you were ready to say goodbye.

And that impact doesn't dissipate when the next battle starts. It intensifies. Whereas before, you relied on the irreplaceable expertise of your fallen comrades, there is now a hole in your plan that can't be filled. When you bond with a character on both an emotional and intellectual level, when the character arc is as intriguing as the character build, then the penalty for death becomes much more scarring. Game writing may stumble at times; it may be stiff or lifeless. But when you create situations in which you strategize and scheme, guide your characters along the perfect path to dominance, and then see your hard work die in a dizzying flash, it hurts.

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Such severe punishment in most games would be difficult to handle. There are times when you want to run and jump without worrying that your next leap could be your last. But developers shouldn't shy away from such a system if it fits the themes of the games. Think about how often you've had squad members fight beside you, absorbing enemy blasts without so much as a scar, and yet you're supposed to care when they die in a prerendered cutscene. Such a disconnect between the action and the cinematics is all too common, but by injecting the fear of losing a partner during the gameplay, the connection to the events can be more affecting. It would be a tough balancing act to include such a punishing death system while still keeping the core action entertaining, but by experimenting with how we experience death, a world of possibilities unfolds.

Imagine if the permanence of death surfaced in modern military shooters. Would you be as willing to sprint into an open courtyard, picking off assailants high up in the balconies, if one sure bullet could end your run? Or what if your careful, calculated approach put your compatriots in harm's way? By using this mechanic in genres in which death is usually no more than a slight setback, it would add weight to your actions, and better communicate what the men and women of the battlefield are going through. If you stumble, if too many of your fellow soldiers die, you may not complete the mission. Your enemies would win. The same dread could work exquisitely in survival horror games as well. What's more terrifying than knowing your adventure could end if a monster corners you?

Experimentation with death has gained momentum recently, but has yet to become a wide-spread aspect of game design. Games are pure entertainment for many, and having to look death in the eyes is a daunting prospect. But spend some time protecting Clementine in The Walking Dead or braving the dangers of the Butcher in Diablo III's hardcore (permadeath) mode, and the emotional impact of these games will have you clamoring for more developers to subvert your expectations of virtual death. Game don't have to always be an escape. Sometimes, the most powerful moments are those that draw on real-life fears.

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packtop

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Edited By packtop

I don't mind permanent death in games i have complete control over my characters.

But i don't like permanent death when i don't have complete control over my characters.


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JAHBU

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http://www.youtube.com/watch?v=N5pGrB6Jg0o

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Bubble_Man

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Nah, I'd rather play on casual and not worry about resetting (as if anyone would contiue without resetting if they lost a beefed-up and promoted character). The first SPRG I remember playing is Shining Force and it didn't have perma-death at all.

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Double_Wide

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Edited By Double_Wide

Um...Final Fantasy Tactics was inconclusive of Ramza's and your party's fate. It seemed to imply that he indeed did survive somehow to provide Olan with certain content (demonic manipulation and such) of the Durai papers. It was the entire basis of the game's storytelling...

As far as in game, the only thing permanent death helped me decide on is whether to hit the reset button or not. :-P

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Ciphas

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Edited By Ciphas

Currently trying to beat The Witcher 2 on Insane...got about a third of the way through chapter 1 when an endrega queen one shotted me in the back. But instead of feeling deflated I'm more determined than ever to see it all through. Taking things slow really helped me appreciate the world CDProjekt Red created.

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Mizarzeug

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Edited By Mizarzeug

Wait also Lavitz from Legend of Dragoon and then the same happend with Lyod your nemesis to finally loose Rose my dear love triangle rgar died along with her first love your dad.

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Mizarzeug

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Edited By Mizarzeug

Since suikoden 1

more recently Dragon Age

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kohle36

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Edited By kohle36

Ohmygod Ohmygod!!!

If permadeath surfaced in modern military shooters, I....Oh wait, I still wouldn't play them.

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lostEDEN77

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You forgot to mention the most important game that dealt with death. Final Fantasy VII. RPGs are notorious for the fact that no death is permanent, some games now like Ni No Kuni, simply say your character is unconscious. When Aerith died in FF7 that was one of the most emotionally impacting gaming moment of my youth. I was unaccustomed to permanent death in any game much less and RPG. The game made such a point of making her an integral and important character and then she dies and no amount of Phoenix Downs could revive her. :(

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birdgang_1

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Edited By birdgang_1

@lostEDEN77 The article is dealing with permadeath as a gameplay mechanic. There is nothing you could do to stop Aerith from dying in FF7 as opposed to games like Fire Emblem where your actions do determine whether your characters will die or not.

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lostEDEN77

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Edited By lostEDEN77

@birdgang_1 Granted you are correct. And FF7 was an older game, so in a way it was ahead of its time. So imagine RPG like FF series that started to incorporate permadeath.

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intro94

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@lostEDEN77 @birdgang_1

hey, guess what, FE1 had permadeath YEARS before FF7 guess it was extra duper ahead...

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AzureZenorag13

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Edited By AzureZenorag13

@lostEDEN77 @birdgang_1 There is a game that came out even before FFVII that featured the permanent death of a character, it was Phantasy Star II, so even more ahead of its time than FFVII

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raics

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A very nice article, in the beginning death meant a total game restart, later it meant reloading a save, nowadays it usually means respawn or some similar mechanic. It did make games more accesible but also made them considerably less exciting. The danger of your game character meeting an irreversible and untimely end changes your whole playstyle and provides you with a rush many still enjoy. That's why a lot of rpgs offer some sort a hardcore mode for truly dedicated players, on Path of Exile servers for example hardcore players amost equal softcore in number.

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1234ritchie

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Edited By 1234ritchie

Great article, I loved the way death was handled in XCom, in that you were pleased you completed the mission but had conflicted emotions over the death of one of the troops that had been with you since the very beginning.

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smylexx

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Nicely written article Tom. Very much appreciated.

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GrahamZ

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As an old timer I have a slightly different perspective. I came from a board game background -- there was no word for 'permadeath', it's just 'death'. Early gaming carried on that tradition with Rogue, and it's ilk (some people forget that Diablo actually comes from that tradition).

Permadeath is NOT an innovation, it is the way things always were until video games became big business. Non-permadeath gaming comes from the old paper and pencil rpgs, where GMs for the most part, did not want to kill off all the characters (although see rpgs like Paranoia for a different take on that). Whenever board gamers and rpgers come together at gaming conventions, I've sometimes found that it winds up in conflict since the whole premise of even what makes a game and what the purpose of 'rules' are is completely different.


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EvilDan666

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Great article Tom!!! Although I have to admit that I'm not a fan of permadeath... I don't have a lot of time to play games in a week and there a so many games coming out in a year that I don't have the patience to try a level over and over and over again... or to levels up new characters again (like in Xcom). If the game is too difficult I lose patience, I put it aside and try another one. But I understand the bond and the feeling that you have with a character when he or she dies...

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dzgword316

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To make this work in games where you don't control your party members, they need make sure your allies aren't idiots. They need to make better A.I. companions (and enemies to make it more fun) before even thinking of perma-death in shooters

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Scarshi

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In gaming, I hate losing my "stuff" more than my virtual life. Its actually rather sad because this is where the dread of making a will comes from in real life.

Never mind me or my mates, what about the "loot!"?

Do you know how many quests I had to drudge through to get this weapon/amulet/armor!!?? Sigh.

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OldKye

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@Scarshi What Aeris died! I still have the Ribbon she had equipped right? Those Gold saucer battles were tough.

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ELEMENTZERO707

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Edited By ELEMENTZERO707

@OldKye @Scarshi you mean if i send in my character to that spot, they'll die? but I need to get that item before the enemy does!

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whiteranger23

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This might be where developers are headed. We've already seen Demon Souls and Dark Souls get welcomed back into gaming. And people raving over Telltale's The Walking Dead, who knows

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whiteranger23

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@AncientDozer Achievements are my biggest peeve in games. They really need to rethink them and actually make them achievements

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Dudeinator

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I think that, in order to pursue perma-death or death punishment in games, developers need to re-evaluate the concept of Difficulty.


In most games past and present, higher difficulty usually only meant = enemies do more damage, you do less damage.

This creates one of the worst illusions of challenge ever because it is essentially handicap. What ends up happening is player frustration as they die, reload the checkpoint, and try again. To implement perma-death or death punishment within this system of difficulty is one easy way of making sure players don't ever want to play your game again.


Games require a fair arena of difficulty so that when players suffer the consequences of dying, it comes from a sense of challenge rather than from cheap tricks. In other words, difficulty becomes more than just a difference of damage values of the enemy, but a re-imagining of a game's design in how players interact with their enemies. This goes far beyond than just improving AI. It also means pacing, environment, and control (and I don't mean it in the sense of 'keyboard+mouse, controller').


What I am trying to get at here, is that the concept of death can only be truly appreciated if other factors, namely difficulty, are re-evaluated so cheap AI and mechanics don't end up biting you in the ass.

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ELEMENTZERO707

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@Dudeinator I agree 100%, thankfully some games actually do become more challenging but remain fair on higher difficulty's, like devil may cry 3 an even DMC, Soul caliber always felt fair on the high difficulties, and strategy games garner viscous but out-thinkable opposition

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ELEMENTZERO707

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Edited By ELEMENTZERO707

@Dudeinator To clarify the action games, would give the enemies new attacks and make them work better as teams while being more aggressive

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DAOWAce

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Time to load up my PS emulator and play through FFT again.

God, I feel so many emotions right now.


Still have to finish my playthrough of XCOM. No, not the re-imagining garbage; the original UFO Defense!

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matthiewcorner

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No Heavy Rain!?

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LoG-Sacrament

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Counter-Strike plays with death a little. It's not so much the absence of dead teammates (although being the last player on the team left brings a disquieting mic silence), but powerful bullets combined with death putting you on the sidelines for the round make each moment much more intense. The goal is no longer to trade bullet for bullet but instead to pick your battles.

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nicholaslo

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Edited By nicholaslo

This reminds me of Aerith's death in FF7. That was one event that I couldn't get out of my mind nearly throughout the game.

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Scarshi

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@nicholaslo I cried. I had to pause and reflect. She was homely and innocent and was supposed to heal me through all my battles to the end! Sigh.

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nicholaslo

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@Scarshi @nicholaslo yeah, I was trying to build up the relation between them and then all to see that Aerith died.

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Shanks_D_Chop

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@nicholaslo Personally, I disliked Aeris from the moment Cloud properly met her (falling into her church, not their cursory exchange after the "tutorial" dungeon). So when she died my first thought was "Score! That's taken care of that pain in the arse!".

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nicholaslo

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@Shanks_D_Chop @nicholaslo everyone has their own views, for me its was saddening.

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nicholaslo

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@Shanks_D_Chop @nicholaslo Haha, like I said everyone has their own view, after playing Crisis Core, I too agreed on Cloud-Tifa & Zach-Aerith.

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Shanks_D_Chop

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@nicholaslo @Shanks_D_Chop Oh, for sure. I fully appreciate that I'm in a minority of FFVII fans. What can I say, I'm a Tifa kind of guy. XD

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spKeeper20

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I think permanent deaths in a game could be a very interesting challenge to get around. As long as the story makes me want to protect the characters, it would be a nice change of pace to go through a game as if I was actually there. Of course allowing characters to die for good means you can't really have characters whose presence is vital to the plot. Would be nice to see a game that could pull this off in the current market.

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Edited By FellowSirRaptor

A thoughtful article and a good read in general. I've been self imposing 'perma-death' on the old game boy advance versions of Pokemon recently. It's called a Nuzlocke Challenge and the rules and reasons for it and it's making can easily be found online, I think there are even entire forums and online comics dedicated to it. Playing and sticking to those rules are tough and make a fairly easy game like Pokemon stressful and challenging, there have been many moments where I've had to resist the reset button or simply circumventing the rules but it makes for a great experience.

R.I.P Galileo the Jigglypuff.


If anyone still has the games go and look up the rules and play for yourselves. It's great fun, a nostalgia trip and immensely satisfying when you beat the game.

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padavid10

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Wrote a little about this myself a while ago... think it should happen much more often in games (although I rarely have the nerve to force it upon myself with out rewards).

http://second-gen-gamer.blogspot.co.uk/2012/12/the-importance-of-death.html


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ainouta

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Just like the PS1 game, Hoshigami. Nothing new. It is new due to the gaming industry is catering to the mainstream, so much so that so many of the modern games doesn't even have a freaking health bar. You just hide, wait, and your health MAGICALLY regenerates itself.

More of such "permanent death" games, with good gameplay, should be produced.

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jwsoul

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Nice article it got me thinking. Your comments regarding some action games on the market IE AI Comrades who absorb bullets then die in pre rendered cut scenes was an excellent point. I just thought what IF that character was not invincible Of course then you have the age old problem of OH UNFAIR death! IE your AI comrade bugs out dies and ruins your experience in a whole new way. In squad based games like FFT it works very well tho.

Some great points i am a fan of perma death and the horror franchise should take a long hard look at this.

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jjroma

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Great post Tom. Delightful reading and great points.

I loved Dark Souls mainly because of its dificulty. Every step was meaningful. Every skeleton were supposed to be treated as an dangerous foe. I couldnt finish Gears of War 3 cause it was no fun. I didnt have to do anything, my AI comrades would kill them all for me.

Videogames became so close to movies that made it lose its inner point: gameplay. Chris Crawford once said: "Its not a movie, its not a book, its a game", and infinite saves/lives takes most of the fun away. I've skipped the new XCOM, but now i got interested.


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jjroma

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Also, when Aeris dies in FF7 I felt really lost.

And when YOU die in Modern Warfare 1, victim of helicopter fall because it was hit by a nuclear bomb, it was an impressive experience. You die. And thats final.

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moncealyo

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Perma death causes people to lose their ever loving.

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