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| 13 FEB 2003 at 2:01am |
| Deleted User | I really, truly, dislike dying in Adventure Games. We all learned to save, and save regularly in the original games like KQ and LSL, etc but in those days the puzzles weren't all that difficult, the graphics were basic. Some exictment had to be included .. die, or else. These days with the graphics and puzzles, some very difficult, you shouldn't die, just not proceed and have to go back to a "saved game" to begin that part again. Nobody wants to play a game that lets you proceed regardless ... that would be too boring for words.
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| 13 FEB 2003 at 3:51am |
AnnakieIntergalactic Janitor


Posts : 20 Joined: 22 JAN 2003
Status : Online | In general it doesn't bother me too much when you can't die in an adventure game. As long as there's no dead ends where you get stuck and absolutely can't finish the game without going back to a previous save or starting over, I'm happy.  Well, you know, assuming the game doesn't suck in other ways too.)
But I digress. Normally not being able to die wouldn't bother me, except that when I make my character do something completely utterly stupid ("rink poison, little guy! You'll be ok!", I would expect that character to die! They don't have to make your character easy to kill. But it feels weird to think that I'm controlling some kind of immortal. It makes me feel really drunk with power, too. I think we should organize a great fight to the death between all our immortal AG characters. There can be only one!!!I d
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| 13 FEB 2003 at 4:25am |
InlandAZGuild Master


Posts : 5587 Joined: 4 MAY 2007
Status : Offline | There can be only one!!! Oh yeah - Highlander. Now that was death - ouch (off with the head)
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| 13 FEB 2003 at 5:25am |
Jenny100Guild Master


Posts : 3510 Joined: 12 OCT 2002
Status : Offline | I hate dying in adventure games. It kills the immersiveness. One of the best things about TLJ was that you could wander around without the nuisance of being jerked out of the gameworld and having to restore all the time.
Having the game restore you to the place just before you died is better than dying without an automatic restore. But it's like saying that one broken arm is better than two. Neither is desireable.
That's my opinion anyway.
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| 13 FEB 2003 at 5:32am |
CarlaJourneyman


Posts : 836 Joined: 12 JAN 2003
Status : Online | Originally Posted By Gypsy (13 FEB 2003 2:01am) These days with the graphics and puzzles, some very difficult, you shouldn't die, just not proceed and have to go back to a "saved game" to begin that part again That sounds interesting: how would it be? The game itself would "stop" the character in a particular point, or there would be a kind of warning message? ??? However, I still believe immortality can't make games really adrenaline_inducing...I prefer games where the character has the chance to die (better if the way isn't too stupid, and there's a pun about your death), I need to worry for the next step I'll take, therefore, for the future of the character.
[b][center]Aut inveniam viam aut faciam[/b][/center]
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| 13 FEB 2003 at 6:09am |
Jenny100Guild Master


Posts : 3510 Joined: 12 OCT 2002
Status : Offline | The best horror adventure games rely on a spooky atmosphere for suspense rather than dying - as in Dark Fall or even Shivers. (Shivers had a way of warning you with a creepy sound when you were about to be attacked so you could move away from danger.)
If you're always dying in a game, you don't build up the suspense the way you can in a game like Dark Fall. Once you die, BAM! You're out of the game, back safe in your room, and the suspense is broken. You can go back in the game again, but BAM! you'll be thrown back out again soon enough and again the suspense is down the toilet.
Dying in an adventure game increases annoyance more than anything. I don't equate frustration with suspense, though both may raise adrenaline.
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| 13 FEB 2003 at 8:42am |
SunspiralSpace Cadet


Posts : 122 Joined: 9 NOV 2002
Status : Online | Sanitarium did it well in the one level you could die. It simply sucked you into the ground and you instantly reappeared just before the battle "area". Which was a huge plus since the game took a decade to load each level.
No reloads due to death or redoing of level.
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| 13 FEB 2003 at 4:03pm |
sennebecGuild Master


Posts : 3334 Joined: 15 NOV 2004 Location: US, maine
Status : Offline | life after death, please... (is this the right thread?)
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| 13 FEB 2003 at 4:14pm |
MichalNGrand Inquisitor


Posts : 7058 Joined: 14 SEP 2003
Status : Online | Originally Posted By Malia G (13 FEB 2003 5:31am) However, I still believe immortality can't make games really adrenaline_inducing...I prefer games where the character has the chance to die (better if the way isn't too stupid, and there's a pun about your death), I need to worry for the next step I'll take, therefore, for the future of the character. Very true... a while ago I was playing Hollywood Monsters which contains one or two situations that just scream for the possibility to die. But you can't, which kind of kills the tension. It feels rather strange when your game character is in a situation where his enemies are supposedly trying to kill him but won't.
I forgot my sig.
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| 13 FEB 2003 at 4:30pm |
mszvPrivate Detective


Posts : 751 Joined: 12 OCT 2002
Status : Online | Hi, I prefer games where you can't die. This works for me. I like to play the "story" from beginning to end without having to restart, kind of like reading a book. I try to save often (just in case the game crashes, had that problem in "Rent a Hero", but I don't like to go back and replay what I've done before, unless I'm replaying the whole game for fun. I also don't want a game where my character needs to die for the story to progress, if that makes sense. My taste in games is a bit lighter than my tastes in fiction.
The part in Sanitarium where could die was OK in that you didn't have to backtrack. I assume the fatality was in Sanitarium because of the action sequence.
Regards, mszv
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| 13 FEB 2003 at 7:22pm |
CarlaJourneyman


Posts : 836 Joined: 12 JAN 2003
Status : Online | Originally Posted By MichalN (13 FEB 2003 4:14pm)
Very true... a while ago I was playing Hollywood Monsters which contains one or two situations that just scream for the possibility to die. But you can't, which kind of kills the tension. I think that's the point. In many games, there are a few ocassions just claiming for that possibility. And if it nothing ever happens (that is, the character remains "immortal", all the tension and suspense fall down. Evenmore, in my humble opinion :, the game might become a bit boring if there's no chance to die in those "dying" situations.
[b][center]Aut inveniam viam aut faciam[/b][/center]
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| 13 FEB 2003 at 9:06pm |
Jenny100Guild Master


Posts : 3510 Joined: 12 OCT 2002
Status : Offline | I think we're never going to agree on this. We're just going to have to accept the fact that different people find different things immersive vs non-immersive in games. For me a game is more immersive when there is no dying and for you this seems unrealistic.
When ever I've played an action/adventure which had no god mode, playing the game became more a matter of "getting past" a certain spot then being involved in the gameworld. It was more of a contest than anything else. No suspense, just a contest. No involvement in plot - whatever plot there was just ground to a halt until I "got past" the trouble spot. And in games with a lot of "got to get past it" spots, all the interruptions made the plot spastic and discontinuous. Instead of the plot generating suspense, as it does in a book, the suspense in the action/adventure was limited to whether I'd be able to hit the keys in time this go round.
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| 13 FEB 2003 at 9:33pm |
CarlaJourneyman


Posts : 836 Joined: 12 JAN 2003
Status : Online | Originally Posted By Jenny100 (13 FEB 2003 9:06pm) I think we're never going to agree on this. It's very possible. And that's what makes it interesting: you get to know other ppl point of views. :
We're just going to have to accept the fact that different people find different things immersive vs non-immersive in games. 100% agree with you. But I never tried to support my "taste" as the only one, or the best. I just wondered what others think about death in AG's. And, btw, your opinions about "getting past" and "hiting the key in the right time" were very interesting. I'll certainly pay more attention to those aspects you've mentioned when I play my next game.
For me a game is more immersive when there is no dying and for you this seems unrealistic. Not unrealistic at all. I've played a few very inmersive games with "immortal" characters, and had a lot of fun. (TLJ and Syberia for instance)
[b][center]Aut inveniam viam aut faciam[/b][/center]
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