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"Dying"

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Fri 06/04/01 at 21:45
Regular
Posts: 787
Realism has been a topic of Discussion lately and I have noticed another problem developers have to contend with.

Dying, the idea behind this is that when something goes wrong and you die you pretend it never happened and you start again. But the problem is it did happen and although you pretend it never happened you still remember. Do you remember those fighting fantasy books by Ian Livingston (Who is consequently in the gaming industry) and you would make a decision and turn to the page where the consequences of your choice is played out. Now if you are playing one particular book several times you soon discover page 34 will make you die painfully. So when it says turn to page 34 or 35 you remember not to go to page 34.

So this is where a realism problem comes in because if you play Tomb Raider and you fall into a hidden pit of spikes next time round you’ll remember it is there and know to jump over it. This is not very realistic now is it so what can be done to work round this problem?

Developers could remove the reason why you died (Except bosses) so if its not they’re not there your memory will have no effect on the game. Or developers could move the trap or bad guy to another area next time you try. But then this can make games too easy.

Which begs the question should realism be a factor in games?

Here’s to the future

Dringo
Fri 06/04/01 at 23:57
Regular
"not dead"
Posts: 11,145
Damn misleading topic titles ;-)


Of course then you step into the danger zone of random deaths when traps are moved and ultimately frustration.
Fri 06/04/01 at 23:21
Regular
Posts: 15,681
The developers seem to have slightly got around this on Diablo 2.

When you restart the game (using a new character) the land changes so things are in different places.

However knowing that there is an obstacle that you have just died on and have to avoid after restarting doesn't necessarily make the game any easier. You still have to actually avoid it!
Fri 06/04/01 at 22:00
Regular
Posts: 16,558
The way you die in games they are violent but still it's has to be in almost every game there is, to add a little bit of challenge to the game, a gory death or a simple death either way it is about how good the game is not the violence.
Fri 06/04/01 at 21:59
Regular
Posts: 9,848
Sniper should know all about dying and coming to life...






... only he never learns from his mistakes!

:')
Fri 06/04/01 at 21:58
Regular
Posts: 16,558
OH i didn't read the topic properly! Thought you meant SR!
Fri 06/04/01 at 21:55
Regular
"smile, it's free"
Posts: 6,460
Still some good points made though. 'Knowing what's there' is the cause of many games being quite easy. Once you've mastered the controls to a given game (shouldn't take you more than a few hours) and you know what you're about to come up against, it's no problem. Hence no need for fast reactions, quick thinking or caution.

'How to solve it' is not an easy problem to suss....
Fri 06/04/01 at 21:48
Regular
Posts: 16,558
I know......or we know.
Fri 06/04/01 at 21:45
Regular
Posts: 18,185
Realism has been a topic of Discussion lately and I have noticed another problem developers have to contend with.

Dying, the idea behind this is that when something goes wrong and you die you pretend it never happened and you start again. But the problem is it did happen and although you pretend it never happened you still remember. Do you remember those fighting fantasy books by Ian Livingston (Who is consequently in the gaming industry) and you would make a decision and turn to the page where the consequences of your choice is played out. Now if you are playing one particular book several times you soon discover page 34 will make you die painfully. So when it says turn to page 34 or 35 you remember not to go to page 34.

So this is where a realism problem comes in because if you play Tomb Raider and you fall into a hidden pit of spikes next time round you’ll remember it is there and know to jump over it. This is not very realistic now is it so what can be done to work round this problem?

Developers could remove the reason why you died (Except bosses) so if its not they’re not there your memory will have no effect on the game. Or developers could move the trap or bad guy to another area next time you try. But then this can make games too easy.

Which begs the question should realism be a factor in games?

Here’s to the future

Dringo

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