I don’t
have any deep analytical insight or anything. Just some observations on dying.
In video
games you usually have more than one life. Or some way of you to not be
eliminated from playing. You do something, you fail and die. Then you lose a
life and repeat the process.
We’re used
to dying in video games. Mario have always had more than 1 life even before his
name was Mario.
In Middle-Earth – Shadow of Mordor (SoM) you are already dead.
You play as
Talion a dead ranger bound to the spirit of a long dead elf. Talion will not be
able to die and pass on before this bond is broken.
In the game
that means when you die you are teleported to one of your unlocked spawn point
(some elven ghost towers). Some in game time passes and you’re free to return
to whatever goal you were pursuing.
You in
effect have infinite lives and all of them “counts” and all happened to the
same Talion in the same world.
The
mechanic of checkpoints and extra lives are linked to the narrative.
SoM Isn’t the
first game to do this of course. Connecting dying as a mechanic and a part of
the story. In Prince of Persia – sands of time (SoT). You don’t die. If you fail
something that would kill you, time is reversed to a checkpoint. Both gameplay wise
and story wise. So it never happened and
that is justified in the story.
In Bioshock
infinite. The Booker that dies is just one of infinite Bookers from one of the
infinite alternative universes. That is way more meta and abstract than SoT and
SoM but you get the point.
I think
game developers do this to keep the players immersed in the game as much as
possible. Loading screens and menus disrupts the flow of the game. And in more
story driven games the developers wants the player to feel part of the story.
In books and movies the protagonist doesn't usually die and come back multiple
times.
With no
real basis in research I think that’s why checkpoints and autosaves is more
common than the extra lives approach of classics like Mario and Pac-man.
But
sometimes linking mechanics and narrative this closely can have unintended
consequences. They can grind together and work against each other. That’s going
to take you out of the game instead of immerse you.
Here is an
example and the reason I’m writing this.
I’m in a
cave in Mordor running towards the exit being chased by ghouls. I have to get
out before the cave collapses and kills me. I’ve had to repeat this process a
couple of times because I failed. Now Talion burst from the cave breathing hard
and looks back, relieved.
I am too.
But wait a
minute.
Why is he
relieved? Well it’s probably scary and very uncomfortable to be crushed by rocks.
But Talion is a ghost so there is no reason for him to care. Dying is annoying
and takes time out of a busy ork killing schedule but not much else.
Escaping
the cave would be easier by dying and being spirited away. But the game doesn’t
allow that suddenly.
So in SoM
there is a couple of story mission where the mechanics change.
I have been
condition by the game to lose and die in a certain way. And actually linked it
to the narrative. So the mechanics and narrative supports each other.
But
sometimes they change the rules and defy their own logic.
When you
notice it can bring you out of the game. That is not what was intended.
ludography:
Middle-earth: Shadow of Mordor ; Monolith. 2014
BioShock Infinite ; Irrational Games 2013
Prince of Persia: The Sands of Time ; Ubisoft Montreal 2003
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