“The only guarantees in life are Death and Taxes” is one of those old quotes that stand the test of time. Having been playing a lot of X-Com lately I caught myself doing something that I regretted afterwards which made me think about death in gaming a lot closer – and I realized I didn’t like what I found (with my own behavior). The stage is set.
X-Com is a tactical game where the goal is to defend the Earth from alien invaders. As you play you encounter new aliens and start learning why the invaders are there in the first place. Slowly but surely I have been piecing together the puzzle and while doing so, doing a pretty good job of keeping Earth away from panic. I have lost Mexico as a supporting state of the X-Com program but the rest are pretty safe and secure. (Sorry, Mexico). One of the great parts about X-Com is that the soldiers you use on field missions can improve with experience, and gain ranks and access new skills and strengths. They also die – permanently. All that being said they are generally devoid of any personality and the skill trees are standard – so you can have the exact same soldier where the only difference is name and nationality, plus some stats that influence how they behave in game. My favourite squaddie (short form for squad mate, I’m not sure if that’s standard terminology but that is what I use!) is “Pitbull”. She is an American support specialist. I don’t even know her real name (if squaddies live long enough, they are granted a nickname). Pitbull has saved my other squaddies and often has single handedly changed full outcomes. She is max rank now and never, ever misses a shot. She is amazing. I love seeing her lead missions and is the closest thing I have to a “super soldier”. She has helped me advance so far in this game. She died yesterday, and I did something I never thought I would.
I reloaded the earliest saved game so I had her again.
This was perplexing to me. Reiterating here – I don’t even know her in game name, she is a “tool” in my toolbox to stop the alien invasion. She has no personality outside of her shared and easily copied skill set. The reason why this perplexes me is I was reminded of death in other mediums and comics, for example, I HATE when people are killed off and they are always brought back. It sours the experience. With that long winded intro I am going to look at a few games where I have experienced death, and some observations (and questions).
Thalen’s post “On Retcons” popped up on Anook this morning and it reminded me of my own views on death in the comics medium. I hate it. When Superman “died” the first time it was made out to be a HUGE event in the DC universe. I was a Marvel comics guy through and through but I still bought that edition so I had it preserved – a moment in history! It was in 1992 and I thought it was a brave, bold move and that the comic world would be shaken up forever. Think of the stories they could build off of this! The other heroes picking up the slack, how the DC Universe would change without Superman.. wait – what?
Superman taught me one thing. Death is temporary. Death lasts exactly three months in the DC Universe. That tainted comic deaths for me forever. Of course, Marvel is equally (if not more) guilty of this – my favorite comic book character is Colossus, from the X-Men. He has always been my favorite since I was a kid. Sure enough, read through his “life” here at the Marvel Wiki and its a disgusting ruin of an amazing base character. Deaths, rebirths, alternate realities, blah blah blah. I’ll never buy another comic. To me, there is nothing wrong if you run out of content and much like Thalen’s article (where Nick Fury was sun-setted quite nicely for his character and then brought back in a poor way) just let the stories end. Harry Potter ended. The world is fine with that. If you tinker too much with your assets they aren’t assets anymore.
I have four instances in gaming that stand out to me with gaming and death. The first is the aforementioned X-Com and “Pitbull” eating a Muton sandwich. The second is going a bit further back but very similar – to Blood Bowl, another turn based game that you can improve your characters and I had a whole post based around the antics of my Wardancer. I ended up losing her to randomization eventually – but she had to stay dead because it was a live game vs another human being.
The third instance is in the Walking Dead – when the protagonist died (we all saw it coming) It clearly felt like a part of the narrative and the introduction of the true protagonist all along (the little girl). It felt satisfying how he died, and how he kept her safe for so long.
The fourth is in Mass Effect 2 – at the ending attack on the Collectors depending on what actions you took your squad mates would live or die. I cheated on this one too (shame on me) because I was emotionally invested in the characters I had spent so long developing with.
Inconsistent behaviors to me considering my comics stance? At the same time since they are different mediums, can I be excused? The Comics rant is pretty consistent with my Walking Dead experience – the narrative. At the end of it all I react to death in games on different motivators and in the above examples of X-Com and Blood Bowl I had ties with my characters through achievement. They weren’t fleshed out or personal but they helped me achieve things in gaming and because of that I wanted to protect them.
In Mass Effect 2 I wanted to protect them because I had developed a relationship with the characters and wanted to preserve that. Like protecting your little brother from harm.
In the Walking Dead I accepted the death as part of the overall narrative and that death actually improved the experience overall. Great story, great sacrifice.
So I ask you – do you go out of your way to save your protagonists or let the dice fall where they may? Is it different depending on game or genre? We all know MMOs care nothing of death or penalties, but what about other games when those deaths are more permanent?
We are talking next gen amazingness.
One of my favourite posts is “Greatest Fantasy Movie Ever“. In it I describe how a typical boss fight in any MMO would translate into a big budget movie and how ridiculous the whole event is. Sure, arguments of tech limitations and what not on why that is but really – that isn’t an excuse anymore.
Check out Batman: Arkham Asylum. Yes it is an old game (thank you humble bundle) and how action sequences play out there is much more enjoyable and sensible. Sure, you would need to slow down the combat just a bit but just watch:
Notice something? Batman doesn’t get hit. There are 20+ bad guys around him and he dodges, blocks, and counterattacks his way through the group. When he DOES get hit, you really tell. The screen changes color and there is impact. I got hit with a lead bar once and the screen showed me an interpretation of concussion like symptoms. Even more so, the fighting is really smooth, makes sense, and is somewhat believable.
The result is a ton of industry awards and 2 sequels. This was released in 2009. Don’t tell me we don’t have the technology.
Now compare to every MMO where bad guys arms and legs would be going through Batman’s torso and little -10’s would float up from the damage, blocks would show the letters “BLOCK!”, and so on.
It’s a natural progression. We went from standing in place with 4 buttons, to standing in place with 3 hotbars of buttons, to active dodging/attacking – all while not having the graphic interactions between combatants accurately reflected.
It would be an amazing innovation, and well overdue.