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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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psuedospike

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This whole poorly written article is just another lame McShea attempt at circling around to the same old thing Tom always writes and whines about; 'FPS games isn't realistic enough'! Ugh, what a waste of everyone's time. Get back to reviewing games poorly Tom, we're sick of hearing this crap over and over and over!! Between you can Carolyn I could never read another crap article about modern military shooters being the devil or sexism/gay rights in games EVER AGAIN and it would still be too soon!

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Pyxidium

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@psuedospike you say his article is poorly written? You wrote "'FPS games isn't realistic enough'". Point proven.

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psuedospike

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@Pyxidium Yes, I wrote it that way on purpose. Glad you understand.

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psuedospike

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@leviathanwing @psuedospike @Pyxidium u wot m8

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leviathanwing

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@psuedospike @Pyxidium you dont seem too though... maybe you ought to go back and re-think that one mate.

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Rotondi

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Excellent points. It wasn't long ago when my buddy asked me to play Torchlight 2 on hardcore mode and I, like a big poo face, responded, "Who would invest so much time into a character, only to have him die permanently deep in the game. What idiot would do it all again after that?" Then I tried it for myself....Then I became addicted to Hardcore mode. What a completely different experience it is for a gamer knowing there's no save points, no extra lives. Like Tom says, it's a much more effective way to become emotionally attached to the character you're controlling. Would love to see Hardcore mode enter a lot more games. Even if it's just for kicks.

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jjroma

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@Rotondi I have the same line of thought of your previous self. I'll try hardcore mode more. Thank you for sharing your experience.

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eissa86

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epic introduction!!!!!!

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FknPitsy

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Some good points made, Tom. I enjoyed this read.

I think a lot of the people commenting (not all) are taking it the wrong way. If you read it properly, Tom states that it's an awesome system to have and can greatly add to the emotion and tension of a game IF IT FITS the game's style and build.


Obviously these systems won't be for everyone, but a lot of gamers that enjoy a challenge and aren't just playing the game to have "fun", will really like where these types of games go.

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speedrobo

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What the heck! NO mention of Valkyria Chronicles?


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godsend1989

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Perma death with start over is nice and intense.

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Imperiusmax

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While the threat of perma death can add to a games intensity I disagree with your assertions that it is an integral part of the game or that we should accept the death of a beloved character that you have lovingly spent hours grinding to the perfect hero just because it adds to the realism. Realism can be taken too far , we play game to enjoy yourselves not to get depressed.

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leviathanwing

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@Imperiusmax like feeling real bullets when my avatar in the game gets shot is not what im willing to endure in the quest for 'realism'... if we all wanted realism we'd all be fantasy soldiers who traverse space with our grappling hook arm with gravity effecting dragon boned perma-regen mithril infused dwarven armor shouting at flying lizards while making out with a sorceress with awesome tats... thats tats.

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brain20035

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Edited By brain20035

If I recall correctly, Brothers In Arms had this mechanic whit which you lead your soldiers into battle and if too many of your soldiers died you coudn't finish the mission. Brothers In Arms: Hell's Highway is the best FPS I've ever played.

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revolvere

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Edited By revolvere

i almost never let anyone die till the end game where everyone must die except the ones where i cant finish the game without them

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amdreallyfast

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And then there is the odd case where the story kills off a much-liked character, even if you do not have a personal attachment to them, in an attempt to create an emotional attachment or make you despise the enemy. Case in point: killing of Seargent Johnson in Halo 3. I was more ticked at Bungie than 343 Guilty Spark or the Flood who finished him off. Seargent Johnson, a Spartan 1, is alive and well at the beginning of a cutscene. A not-cool-stab-in-the-back and a fight and a cutscene later, he sends you on your merry way while he "holds them off". Just...no.

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Rheinmetal

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Permanent death situation will be the rule for future games, mainly rpg I imagine. And in the distant (or not so distant) future there might be no New Game, or Load features once your main character dies. Game blocked permanently from your digital distribution server. No refunds, no nothing, just a consolation e-mail. Be careful next time. lol

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Edited By Scalds

Its kinda strange, but I like super-hard games with features like this. I played XCOM on Classic Ironman my first playthrough (and second and third because my teams got wiped twice before I beat it, and the rookies just couldnt hang late-game). I dunno why, but its what made the game so fun. And it was the same reason I liked the first 3 XCOM games back in the day.

And although it isnt exactly the same, in ME 1/2/3 where you have to choose Ashly/Kaiden (I let Kaiden burn, and good riddance) and the whole thing with Wrex, and eventually the ending of 2 (no one died my first time. When I played it again and lost people - it was more emotional) and the whole Mordin thing later (why Bioware, why!?!?!). Its crazy, but those are the game moments that really stick with me.

There are a lot of fun games I have played. There are very few that create an emotional attachment that really sticks with you. Good article.

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JURGMANDR

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@Scalds R.I.P Mordin.

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deactivated-5e0e425ee91d8

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Great artical Tom, and I fully agree that Permadeath creates an attachment and adds real weight to the story and gameplay in something like Fire Emblem. Perhaps I'm old fashioned though, I've always soft reset when a charecter died. What if I need that archer later in the game? Theirs a different sence of accomplishment to be had in getting through a difficult chapter with all your comrades intact.

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amdreallyfast

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@darkspineslayer I'm playing through Valkyria Chronicles 1 right now, and although it doesn't have quite the same personal connections as Fire Emblem (you level up an entire class instead of individuals, so there is always a replacement), I still like the personalities, so I soft reset when something is going horribly wrong. Usually though I reset because I wasn't doing the mission quickly, not so much because characters died :).

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ANUBISZER0

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Y'all remember when Aerith died in Final Fantasy 7, so sad.

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leviathanwing

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@ANUBISZER0 i killed sephiroth 3 times for his deeds...

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Shanks_D_Chop

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@ANUBISZER0 I REALLY didn't like her so it didn't bother me much. Xp

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Saketume

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@Shanks_D_Chop

I liked both Tifa and Yuffie better

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amdreallyfast

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Edited By amdreallyfast

@ANUBISZER0 Her death wasn't so much sad for me as her death was shocking. The coldness of Sephiroth and suddenness of her death left me more stunned than anything. Sword through character, then nothing. No lingering death scene, no accompanying sad music, just a *shink* of a sword piercing a body and jamming into the ground, and Aerith was no more.

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Rheinmetal

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@ANUBISZER0 All that XP points lost..:(

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Saketume

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Edited By Saketume

@ANUBISZER0 The sad thing was I didn't get her final weapon yet. That's what made me replay the entire game afterwards.

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GetafixOz

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No ones going to mention the best MMO of all time, Mourning ?

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Illbegotten

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Edited By Illbegotten

Permadeath is a deal-breaker for me, unless it's incredibly lenient. The fear of death in the real world prevents me from trying many things that might otherwise be fun. I don't want the threat of permadeath limiting my sense of freedom in games as well.

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leviathanwing

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@Illbegotten there arent many 'fun' things that have a consequence of death as a more than improbable outcome. i guess you could count parachuting, bungie jumping, and water sports but most everything else isnt 'fun'.

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datbush

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Edited By datbush

The one problem with perma death in most rpgs that use it is that most chars apart from chars that you arn't allowed to let die like the mc, most of them will stop participating in the story once the become killable except from an occasional side conversation. This is most likely because it would be to hard to make a bunch of different versions of each scene depending on what chars live or die but w/e the reason it is hard to be attached to chars that never say anything once they join and become killable. then there is the other side to it. It is extremely annoying when one of your favorit units that you spend alot of time building up dies because of a 1% crit that shouldnt have hit anyway because the enemy only had 20% accuracy.

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JustAnExplosion

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@datbush What?

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Shanks_D_Chop

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Edited By Shanks_D_Chop

@JustAnExplosion @datbush He's talking about how, in Fire Emblem I believe, the characters who can die rather than be wounded and crippled are the characters with minimal impact on the plot and when they do die they just "vanish", like everyone else forgets about them.

If Garcia dies in Sacred Stones, Ross (his son) doesn't spend the rest of the story in mourning or anything.

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At times that most games fail to bring that strong connection between the player and the characters that some classics had, sure it's an idea to be worked on. Not in every single game, but it would serve to bring some remarkable titles. As mentioned, it would be really interesting to see permadeath on a survival horror, for example. But they would have to work a lot on the consequences of the death in the storyline in order to prevent me from reseting.

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downloadthefile

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It depends on the game. When I'm playing XCOM I find it much more rewarding if I know that there's permadeath and I don't restart or anything. I also like it more in multiplayer FPS, like in Counter-strike or that mode in CoD which is basically the same game type. However, there is something to be said about the instant spawn slot-machine like appeal of CoD's other multiplayer modes, as well as in certain single-player RPG's where you just don't like certain types of decisions.

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swyg

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Edited By swyg

Depends on how you view playing games. There is no better option when it comes to permanent death. For me I prefer the permanent death of a character in terms of story more than gameplay. If the permadeath affects both, I will probably continue. If however I put a lot of effort building a character and in one battle he/she falls into a permadeath state (based only on gameplay), I'm definitely resetting.

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vicke32

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Or how it can break immersion, "No, wait, damn it, need to restart, again, just because of bad luck" isn't fun.

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Darkmoone1

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Sorry Tom, but no matter what game has perma-death.....I just can't do it.

THEY ALL MUST.....LIIIIIVEEE!!!!

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grove12345

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Creating a difficult game is vastly underrated in the gaming world. It adds so much more tension and strategy. perma death or no.

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Edited By Atheosis

I'm all for permanent death as an option in games. I know that Minecraft is only fun in Survival when playing on hardcore, at least for me. That said, I don't think it should ever be implemented as a default feature, unless the goal is to make a game that is inaccessible to most gamers

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Roughshod1

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This is a good article. I've been following a MMO in development called Trials of Ascension - one of the features of the game is permadeath. It took me a while to get into the groove of it, but now I get how it can make a game fun. ToA has life counters, so you don't die right away (you get 100 lives).

Not saying I want every game I play to have permadeath, or that it is the right fit for everyone. But I do think it will make an MMO play and feel significantly different than what I have seen before. Sort of looking for something different that makes me attached to my character, re-consider loss and risk, and not be so mindless in my play style.

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Freboy

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Edited By Freboy

This article describes perfectly the reason that I don't play FPS games online. The reason is that they are NOTHING like real firefights. They are a process by which you compete against others in terms of reflexes and aim. The warzone is merely a theme, or a thin layer of paint. Being shot costs you some points and places you back at the starting zone.

When I play a game, I want the game to reward me for taking the theme seriously. In a warzone, death should be a constant threat, something you take steps to avoid. IMHO, of course.

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snipalube

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@Freboy Then check out Project Reality, a realism mod made for Battlefield 2. It is a very hardcore experience built around a really awesome community. Check it out at realitymod.com. If you don't mind the dated 2005 graphics engine, the gameplay is phenomenal.

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grey_fox1984

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The one thing that truly bothers me about a game having perma-death, be it for the main player character or for ally characters is when the game messes up and results in a death that is not the players fault. If a game has perma-death, that's fine, but they better make sure it is tested like crazy, so your "emotional impact" doesn't come as the result of a camera glitch or a clipping issue.

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vadagar1

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Edited By vadagar1

interesting

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Vagnar

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I remember playing Medal of Honor: Allied Assault back in the day. All your teammates could be killed off in any of the missions, and it was really hard to just shrug it off and carry on. They would start limping and having trouble keeping up with you, but would still try their hardest to keep being helpful, and frequent quick saves could only get them so far.

Losing someone deep into a long mission on hard difficulty was heart-wrenching (especially since there was no fanfare, just finding their lifeless body after the dust settled) but the prospect of suffering through the whole level again forced me to painfully carry-on. I wish they made more games like that.

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Shanks_D_Chop

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Edited By Shanks_D_Chop

@Vagnar I remember that... Really made the game harder, as well, if you lost all your dudes before the biggest firefights. That's one of the best parts about it, the mechanics of the game itself help reinforce the loss. Even if you're a bit of a bastard and don't care about the loss of guys on an emotional level, you'll sure wish they were there to help divert enemy fire at some point.

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Vagnar

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@Shanks_D_Chop Tell me about it. The AI in that game was fantastic for the time. I can still remember the first time one of my buddies shouted "Over there!" and pointed over my shoulder at some guys trying to sneak up on me. It blew my mind.

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Vagnar

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@datbush I really miss WW2 themed shooters. At least we have Company of Heroes.

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datbush

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a lot of the missions in the original cod and a few in UO were like that. while there were a lot more of them then in mohaa they usualy didn't infinitly spawn outside of major sequences and when they were gone you had to fight the rest of the mission alone or until you found more. one of the many reasons cod1 was better then its sequals.

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Alastor-10

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Its interesting he brought up FF Tactics. While not permanent it would always bug me having my main character die and get a melancholy game over screen right after a cut scene where the enemy NPCs talk about paying out $1000 per head or something similar. I guess the set up and tone was the most effective thing to get a response from me.

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Ultramarinus

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It's all about the target audience. Companies nowadays target the biggest mainstream audience possible, the amount of hand-holding needed to do that is counter to perma-death.


In any case, perma-death itself isn't really a source of bigger emotional investment for me in the games. If somebody dies, that means I failed. I reload the whole stage if necessary. So-called 'hardcore' mode of grinding games like Diablo is silly though since death doesn't really mean you failed but the game wanted you to. Random bosses and fixed skillset means more and more cookie cutter builds, therefore, boredom. If you cannot adapt, what's the point in punishment?

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TheLeftHandDoom

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don't you get enough perma death in real life?

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