"The Disconnect of Death", a video on death in video games and its narrative value
12 replies, posted
[media]http://www.youtube.com/watch?v=pKJxUQ7EGaM[/media]
Pretty interesting, though I'll caution he doesn't actually have a thesis here and this video is more so just to get people thinking/talking about the idea.
[sp]Halo Reach.[/sp] Just sayin'.
That's actually really interesting. I never really thought about video game deaths that way before.
I really hate how he dissed Bioshocks system
its able to be disabled.
[QUOTE=Solomoncrunch;41631906][sp]Halo Reach.[/sp] Just sayin'.[/QUOTE]
Jorge's death was the only good one
ZombiU's system is kind of cool, it's permadeath but if you're lucky you can still find your zombified self with your old backpack on a new character.
[QUOTE=J!NX;41631936]I really hate how he dissed Bioshocks system
its able to be disabled.
Jorge's death was the only good one[/QUOTE]
I imagine that the default option is how they intended it to be played though
when you're considering a game its difficult to talk about how certain systems have narrative value when they can so easily be changed, but the default setting is always the most significant one when considering this - Dark Souls is incredibly difficult and you could theoretically say that its a reflection of the hard world that we live in or blah blah blah and that statement would remain valid even if you could set it to easy
[QUOTE=J!NX;41631936]I really hate how he dissed Bioshocks system
its able to be disabled.[/QUOTE]
Just because it can be disabled doesn't mean that it didn't fuck with the entire game's design, like Skyrim's omnipotent quest arrows.
[QUOTE=killerteacup;41632091]I imagine that the default option is how they intended it to be played though
when you're considering a game its difficult to talk about how certain systems have narrative value when they can so easily be changed, but the default setting is always the most significant one when considering this - Dark Souls is incredibly difficult and you could theoretically say that its a reflection of the hard world that we live in or blah blah blah and that statement would remain valid even if you could set it to easy[/QUOTE]
[QUOTE=milkandcooki;41632125]Just because it can be disabled doesn't mean that it didn't fuck with the entire game's design, like Skyrim's omnipotent quest arrows.[/QUOTE]
Fair, but the fact is, its there if you want it, at least
I'm going to spoiler this just in case, as Planetscape Torment is old but, hey, some people may not have played it
[sp]He shows it but unless i severely missed something, he doesn't talk about it at all. It is literally the perfect example of a game which player death is part of the story, why does he not actually talk about it?[/sp]
I think the game "Baroque" Had some kind of thing going on where the player's death ties into the story as well. You go back to the start and NPC's will acknowledge the fact you died or something.
bioshock's reason for such take on death and saves is linked to system shock being a spiritual successor.
[QUOTE=Ithon;41632514]bioshock's reason for such take on death and saves is linked to system shock being a spiritual successor.[/QUOTE]
Except System Shock was fucking brutal about it.
In System Shock you at least lost credits when you died, and there was only 1 reconstruction chamber on each deck. I played BioShock with Vita-Chambers disabled, but I saw them fucking everywhere. I only died about 5 times, across both 1 & 2 on Hard anyway, so it didn't make much difference. I kinda do and don't like what Infinite did. You did lose credits though.
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