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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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WCK619

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death of characters is just annoying. It's never emotionally efficacious. We need to get away from that idea because it doesn't work. Everyone just reloads their save or become very frustrated. They don't care for that character as an emotional being.

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Master_Vexov

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@WCK619 FF7 Aries.

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Eldeorn

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@Master_Vexov @WCK619 Yeah, it truly sucked when she died. I almost couldnt believe it.

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Shanks_D_Chop

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@WCK619 This article proves that it DOES work and the comments prove that some gamers DO appreciate it. It's fine if you don't enjoy permadeath in games but don't presume to speak for the community as a whole and insist that it needs to be done away with entirely. That's your opinion but the key word there is YOUR.

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StinkySkunkGirl

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@WCK619 "They" isn't all inclusive. You are one of the people who reloads their save or becomes very frustrated. Not me, not Tom Mc Shea, and not plenty of other gamers. Character death and emotional attachment to fictional characters is something that just doesn't work on you. You might just be playing the wrong games.

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Xplode_77

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Now I feel like I've been cheating because I play Awakening on Lunatic/Classic and reset when anybody dies. I might as well be playing on Lunatic/Normal mode. I guess I can challenge myself to start another Lunatic/Classic file and continue until Chrom or the Tactician dies.

Also, I had a lvl 40 Wizard in Diablo 3 and she died because a fallen burst out of nowhere and exploded.

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StinkySkunkGirl

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Edited By StinkySkunkGirl

Permanence is meaningless if you can always count it as a mulligan. Games are games, and the most important thing is that you play them in a way that they're most enjoyable to you. If you have to save scum, rewind like some emulators let you do, or consult with a guide every five seconds to achieve 100% OCD completion, that's alright.

For me, I like it when I make a mistake in a game. It's actually a mistake, not a do-over. Somebody dies, somebody hates me, I do something that has consequences I didn't foresee, I become permanently mutated, injured, or diseased, I'm stuck wearing cursed gear for the rest of my character's life, I've missed out on some things after reaching a point of no return, and I have to live with that. All of those things are completely meaningless if you play to ensure nothing unfortunate can ever happen to you. They have zero impact other than being a minor nuisance. That's not what the developer's intended, and it's not how life is supposed to work.


Again, some people can't enjoy a game like this. They'll quit long before they reach the end if they have to follow all of the rules, and it's better to see things through to the end than give up in frustration and never play again. Even so, doing that still detracts greatly from the experience.

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Saketume

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@StinkySkunkGirl What if all your characters die? Do you never play that game again then?

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Shanks_D_Chop

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@StinkySkunkGirl This is very true and one of the most spot-on comments I've seen on the topic.

I used to be very OCD about "perfecting" every single run of a game but I have found, as I've gotten older, that leaves the experience somewhat stale.

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Ledah

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I know Tom loved Dark Souls mainly because of how the death system worked, but if we talk about permadeath the game needs to be properly made to fit with it. In the end it's all about the execution of how you can enable a permadeath feature, I know it can be fun to fight and maybe lose characters while you keep moving into the story, or how you remember one of your most powerful elite soldiers in Xcom that were trapped and gunned down by aliens trying to save humanity. But it all comes on how the game is structured, examples just as those here were fabricated with some permadeath additions, such as Fire Emblem when you might lose a character permanently it also means that character didn't brought much to the main story advancement but it is always nice to have him/her around. Now, if some developer could do things like that, changing the story completely tied by the fates of those who die or survive in the battlefield, that would be a really awesome achievement for a next gaming generation.

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starduke

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Permadeath in video games is something that has always pissed me off. I'm playing it to have fun, not die and start over. Which is why I hate Rouge-likes. I only play them if they have the option to turn the permadeath off.

I'm one the fence about a game like Fire Emblem. A character dying doesn't mean "Game Over", but I would hate losing all the effort and time I put into them.

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ZOD777

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Some people play Skyrim with permadeath. Of course there is no real option for that I am aware of, but they just retire a character when they die, post it to the forum, and list the char level/type/monster that killed them. To me that is super crazy when you consider how many hours long that game is. But, it enriches the experience for some people. I just wouldn't have the energy to play all over again from scratch who knows how many times. POTIONS!!

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Shanks_D_Chop

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@ZOD777 I've done that to degrees. I really like to roleplay as my character. I have a very set idea of who they are, what they do etc... If I reach a point where I genuinely feel that I've taken that character more or less as far as they can go I let that character's next death be permanent. In fairness it's led to some very cool deaths. XD

And Saketume... some games don't really give that as an option, even when it would work quite nicely. And I think you're being unnecessarily condescending. It's not about people "considering" themselves to be serious and mature. It's about the experience.

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Saketume

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@Shanks_D_Chop

Oh I wasn't trying to be condescending. I believe I saw a mature argument further down the comment section. I didn't mean it was for everyone but those who do want it because of realism and being hardcore shouldn't have a problem with it.

It's true that not all games allow it though. Maybe that needs to change.

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Saketume

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@Shanks_D_Chop

That's fine. I always manage to sound angry and condescending both in typing and irl. My social skills are lacking.

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Shanks_D_Chop

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@Saketume @Shanks_D_Chop My bad. It's late and I'm tired, misunderstandings are all too easy. Think I'll come back after some sleep. =p

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Edited By Saketume

@ZOD777 Good point! People who like permadeath because they consider themselves serious and mature should have the self control to do just that.

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Wango_Tango

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Whoa, I could only read the first few paragraphs. This is waaaaaay to serious for video games in my book. One of the worste things that ever happened to gaming was becoming an artistic medium. Blech.

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Shanks_D_Chop

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@Wango_Tango Many people could argue that it's one of the best things that's ever happened to gaming. I think it'd be a stagnant medium otherwise.

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Saketume

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@Shanks_D_Chop

And I'd say it doesn't change the medium at all since art is in the eye of the beholder.

I could pour milk into a bowl of cereal and call it art. I don't have to convince others it's art it's enough that I think so.

It's the same thing with clothes. I dress in clothes _I_ like and not in clothes I think other people will like.

Anyway this is getting a bit off topic.

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Saketume

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@Shanks_D_Chop

Oh and btw graphics in the 80's and 90's was highly driven by the demo scene on C64 and Amiga.

They made A LOT of technical breakthroughs.

Different demo groups always tried to outdo each other and make the hardware perform things everyone thought was impossible.

Many of the old sceners then became game developers.

That's how the guys at DICE started out for instance.

You might have heard of their game "Battlefield 3"?! ;)

Demos are almost purely artistic. Getting as many cool graphic effects as possible accompanied by original music.

But they've never been recognized by the establishment afaik.

But who cares what some old modern art museum people think.

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Saketume

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Edited By Saketume

@Shanks_D_Chop

So by your definition "Call of Duty" is more art than "Pacman" because it has more story and modern graphics? I disagree I think Pacman is more artistic.

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Saketume

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@Lord_Python1049

So how many people have to agree before you make your mind up what is art?

Pollock's "pouring paint randomly over a canvas" is considered art by many but not by me.

There was a monkey who made paintings that all the "art elite" people claimed was superb high art. Then they found out about the monkey and swiftly changed their minds.

I'm simply asking why it would make a difference how many people think something is art. The object itself stays the same.

Braid and Shadow of the Colossus stay the same no matter who thinks they're art or not.

Start thinking for yourself a bit rather than waiting for some self proclaimed art critic to tell you what's art and what's not.

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Shanks_D_Chop

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@Saketume @Shanks_D_Chop What I was trying to say is... let's suppose that, as Tango suggests, games never became an "artistic medium". What that sounds like to me is... Games wouldn't ever have evolved. Plot would have remained as basic as it was in games like Pac Man and Space Invaders. Without them being considered an "artistic medium" I'm not sure if graphics would've developed the way they have or even things like physics engines to give a greater feel of reality.

I think I get what you're saying about the PERCEPTION of something as art, it's entirely down to the beholder. As you say, I can feel that Shadow of the Colossus is art but what does it matter if another gamer disagrees and doesn't care for it? Doesn't change my enjoyment of it or how I see it. But I think there is a fundamental difference between perceiving something as a piece of fine art and something being considered an artistic medium.

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Lord_Python1049

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@Saketume @Shanks_D_Chop You can call your bowl of cereal art, that's a legitimate point of view, but other people don't and that's what makes the difference. People can argue that Resident Evil 6 is art, but not a lot of people will agree. Take Braid or Shadow of the Colossus and most people consider it art, which means it is generally speaking termed as art. It seems a little wishy washy, but the same applies to all mediums, so why can't it be the same for video games?

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Saketume

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@Wango_Tango lol

..and art heh. Art is art if you say it is. There are no rules.

It's ridiculous how some people try to make others view games as art. Like it matters what others think ;)

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RPG_Fan_I_Am

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Edited By RPG_Fan_I_Am

See, the reason why we reset during fire emblem games is because some characters you only get one of. like, I don't need 3 knights so if 1 dies I'm usually like w.e. But when my only mage dies, I'm like well wtf.... some enemies take forever to kill with normal hits, meanwhile my mage can kill him in 1 or 2 hits.... reseting is a must. specially when you make them a sage.

Also you can make perm death in games like CoD. they have the match where when you die, you can just watch and spectate till the match starts over.

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Shanks_D_Chop

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A very interesting article.

I'm a big Fire Emblem fan but I've never been able to bring myself to play it "hardcore". I always reset when I lose someone. For a while I've been tempted to change that and this article has convinced me, when I next get around to a Fire Emblem playthrough I'm gonna take things as they come. Though as I've said in response to other people's comments here, I DO think the games could handle death a little better. Say you've built up an A rank support between two characters and then one dies. That A rank support is erased and you can now build up an A rank support with another eligible character. It's like the rest of your team "forgets" about fallen comrade and it's not mentioned again till the epilogue and even then it's somewhat... bland. Have your team, particularly the members who were closest to the fallen, carry that loss with them and represent it in the story. THAT would make it truly powerful. Of course, use a bit of imagination and you can deal with that yourself.

I'm now thinking of other games with permanent consequences. Anyone remember Colony Wars on the Playstation? It wasn't so much permadeath but you COULD actually fail missions. It didn't force you to do the mission again, it advanced the plot. Except your side lost that confrontation, it made the game really interesting.

Even, to some extent, CoD. Some characters, such as Griggs, Cpt. Price, Gaz, Roebuck etc. were essentially immortal, they wouldn't fall till the plot decided it was their time. There were a few others too like the radio op in a certain mission on WaW. He HAS to be there at the end so he won't fall no matter what. But then there are plenty of randoms and they can and most likely will die. Now, you HAVE to use a bit of imagination here but I remember my first playthrough of Modern Warfare. There was a dude, Keating I think it named him, who was by my side throughout the entire mission. I saved his life at several points, shooting buggers before they pegged him and at one point sprinting to clear a grenade away from him. And then right towards the end he took a bullet in the head as we stormed a building. It HURT. It made me cross. It incensed me and I went a little bit Rambo on the remaining enemies. Again, I think this is something the devs should pick up on and make a bigger deal of. Work it into the game mechanics more.

So yeah... it's not always suitable, it really does depend on the game. Not the genre but the game itself. But when done right it can really work.

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blaze_boy30

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...And I will still do zero death Fire Emblem runs. Problem?

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Shanks_D_Chop

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Edited By Shanks_D_Chop

@blaze_boy30 Of course not. It IS just a game, it's all down to your choice.

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finalfantasy94

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Edited By finalfantasy94

Permadeath is fine if optional in some games. For example Fire emblem if I work hard building a character and really like them it would suck if they just die and iv lost them. Now i gatta reset and try again cause of that character. Thats not fun its anoying and leaves a negative impact on the game for me since I gatta constally worry.

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nigelholden

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Edited By nigelholden

I think it really depends on the game and who. If the story continues or if you have to start a 12 hour campaign over again. I wonder what the percentage of people who only play Diablo 3 on it's permadeath setting. Probably cuts the player base down by quite a bit. I guess I'm having trouble seeing how this is a truly needed element in gaming beyond what's out there already.

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lindallison

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Edited By lindallison

I support permadeath. I remember in Wing Commander where your wingmates could die at any time. Then you see their funeral and there's an empty seat in the lounge, a KIA listing on the chalkboard and any future missions you would've flown with that character you now fly alone to remind you what a scrub you are. Sure these weren't deeply developed characters or even particularly useful during game-play, but their deaths were really rubbed in the player's face in an interesting way.

Then WC2 comes along with a much more involved plot. All of a sudden your wingmen can't die until some predetermined point in the narrative passes whereupon they're no longer flagged as essential. Then they can die.

In my opinion the approach of the first game was more intriguing.

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bbq_R0ADK1LL

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Edited By bbq_R0ADK1LL

Permadeath in a story based game needs to fit with the gameplay. Take FF7, Aeris could die plenty of times in battle, nothing a bit of phoenix down couldn't fix. Suddenly when it happens in a cutscene everything changes.

As a side note, I also hate when characters can jump down off huge buildings or perform amazing feats of dexterity in a cutscene which will result in death in normal gameplay (if they can even jump at all!) For instance in ME3 cutscenes, adepts could blast numerous enemies in a short space of time & then in actual gameplay there were massive cooldown periods.

Cutscenes need to relate to the game, whether it's death or otherwise.

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Spawnblade

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@bbq_R0ADK1LL I believe in Final Fantasy they're 'knocked out', not dead. At least until your entire party is wiped. The phoenix down wakes them up, basically.

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KittenNipples

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Edited By KittenNipples

Thank goodness nobody takes Tom Mc Shea seriously. He has the worst ideas imaginable.

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thekdawg21

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@KittenNipples I take him seriously, he's one of my favorite writers on GS. I guess his ideas are only for the adult readers.

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Shanks_D_Chop

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@KittenNipples That's a very bizarre and hostile way of saying "I don't agree".

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Saketume

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@KittenNipples he trolls for hits

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Mister_Zurkon

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Random Perm-Death in a story driven game just seems lame to me.

Having a story unfinished is just so underwhelming. It's like losing a book in a fire before the last chapter. It's sad, but for the wrong reasons.


Planned Deaths make so much larger impact in the world as a whole, Arieth's Death means so much because there is nothing you can do about it and it effects everyone. In games like Fire Emblem and XCOM it just feels like they are sweeped under the plot rug.

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Shanks_D_Chop

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@Mister_Zurkon But isn't that somewhat representative of reality?

Take Fire Emblem. So you're learning about a character through supports and such and then they die, suddenly and unexpectedly. You don't get to find out any more about them, as you say they are essentially swept under the rug. I think that's somewhat the point. The tragedy is that you DON'T get to learn any more about them, at least from them, just as it would be in reality.

Though I will concede that it could be done better. Have more in place, maybe, to make the actual event, if it happens, that much more poignant. Have surviving characters reference the loss at a later point.

Still, if you use your imagination a bit then it's unnecessary.

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Saketume

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@Shanks_D_Chop

Are you saying games should be more like reality? Because I play games to get away from reality.

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Saketume

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@Shanks_D_Chop

I guess you never played the earlier mario games?!

You used to have a limited set of lives and when those ran out you'd be met by a game over screen. Just like the majority of platformers back then.

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Shanks_D_Chop

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@Saketume @Shanks_D_Chop Hmm... Permanently dead Mario is an intriguing thought.

But let's look at games as an escape from reality. Sometimes I've had a really crappy day, for whatever reason, and I want something maybe lighthearted, whimsical, even just unconsequential, to take me away from it all. In those situations I don't want a game to be very realistic and permadeath in those games would... suck.

But sometimes when I want to "escape", I want to escape to a reality that helps me feel so much more than I can feel in real life. That's when more gritty, dark games appeal to me because it stimulates emotions and feelings that, to get in real life, well... You'd go to jail. XD

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Saketume

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Edited By Saketume

@Shanks_D_Chop

Funny. I wouldn't mind perma death in mario games.

Actually that's how they used to play.

It's the RPGs and other time consuming games that I'd hate to see it in.

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Shanks_D_Chop

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@Saketume @Shanks_D_Chop Not all games, no. As you say, many use video games as an escape from reality and I think Mario would suck if it featured permadeath.

On the other hand, I think some games do benefit from it as it grants a greater depth of immersion.

Basically, I was responding to Zurkon's comment about how permanent character death in Fire Emblem (haven't played XCOM) feels somewhat jarring.

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Mister_Zurkon

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The best example I can think of that is a Avoidable Death that isn't nearly as emotional as a finished storyline is Mordin.

As sad as him dying at the end of ME2 would be, you would miss the infinitely more interesting way his character arc pans out in ME3.

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