Kim S of VideoGameOlogists.com writes:
"In video games, your character will die. Sometimes on boss fights, sometimes to average grunts and it generally means nothing, other than possibly making you a bit frustrated at the game. There are no consequences. There is no pain.
But your character’s death almost never means anything. Even in Metal Gear Solid, your aide’s screams of “Snake, Snaaake, Snaaaaaake” upon your death quickly become irritating and comical. I can think of only three games that make death mean something: Demon’s Souls/Dark Souls, Journey, and Crusader Kings II. In Dark Souls, the consequences of death persist in your ‘new life:’ if you fail to reach the spot where you died, everything you collected in that life will be permanently lost. This is the simplest way of making death worth my attention: make it cost. Make death hurt the player, instead of respawning their avatar in the same untroubled state as always."
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I’d have taken a few of those out. Prefer Sonic over Sonic 2. Outrun should be in there. Maybe even Pong as millions of people had fun with that even if it was repetitive. Final Fight pipped any Streets of Rage game, although Streets of Rage had the better soundtrack. Too many to list l guess. To me, retro gaming is the 1980s, maybe going into early 1990s.
Get a glimpse at how the remake of Metal Gear Solid 3 will be updated through the use of Unreal Engine 5.
It looks wonderful visually. Frame rate is very inconsistent though, and definitely running sub-30's at times. I get that this is an alpha version. I just hope we can hit a locked 60 on the final release. Also, I kind of wish they'd expanded the areas a bit. Might feel a bit odd going through these sections that are still clearly going to be on a PS2 scale in size.
Interesting article. At first, u were talking about deaths within a game and then endings to a game, but I understood by the end example. I don't know if u can die during journey but I do know that dying within a game is much different than dying as an ending. Bioshock came up with unique idea to explain why u come back to life if u die and they punish u for dying. The irony is that I saved all the time and never used it because of the penalty. Further irony is that the save system made the game awesome because I used it as a way to perfect every situation for the camera or camcorder.
I was watching the new FF14 video yesterday and it did get me to thinking. It's a little off topic but it is concerning how to make games more realistic. 4 people r fighting a powerful creature. But, while it does hurt them, they always just heal and after a long fight they kill the creature, who never heals. Why would the creature stick around knowing it could never win. And it isn't so bad ass if it's simply a monster that can't heal and eventually dies. The playing field should b leveled to reflect some odds that the creature may win. Maybe, if it is able to build up enough energy, it kills a character jnstantly and they lose out on experience and rewards. Unfortunately only on nightmare difficulties do any of these enemies have any chance of winning. But they will laugh in ur face the whole time while u slowly kill them.
Hopefully games find unique ways to deal with death or unrealistic situations in the future. It will make games much better IMO.