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Topic: Dying in adventure games

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19 NOV 2002 at 5:20pm

Agustín Cordes

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Now, here's an interesting thing that I think it hasn't been discussed before: how about dying in adventure games? Is it fair? Is it OK?

I remember it was the eternal complain of people that loved Lucasarts because they didn't let you die in most adventures but hated the feature in Sierra games.
Personally, I liked the many ways you could die in Sierra games, specially in the SQ series. It was fun to watch Roger being burned, disintegrated, dismembered, etc.

I don't think it's wrong to die in adventure games. This feature can be used as a way of "educating" the player if he/she does something stupid (ie: "I told you not to hassle that rabid wild boar"
as long as the game gives you some kind of warning. Then it's up to you if you want to save the game or not but you've been warned. Or perhaps, the use of an "undo" option makes the things even easier.

As I stated before, dying in adventure games can be a lot of fun but specially when you're stuck with a puzzle. When you are bored, you can try different things and see what happens.

Bah, you'll probably say I'm a masochist

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19 NOV 2002 at 5:24pm

Teo

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dying doesn`t usually bother me unless it just happens suddenly without any warning..
I hate having to save all the time because you could die at any moment..

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19 NOV 2002 at 5:41pm

bistro

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Currently playing Beyond Atlantis II. You can die in this one, but it has an autosave feature---if you die or otherwise really screw up (don't save beforehand), you are automatically taken back to the beginning of that particular scene/episode (not too far back---just before you died). Nice feature. Wouldn't like one where you can die suddenly and have to remember to save---I get too engrossed sometimes and forget...
That's why I never finished Star Trek-Bridge Commander. There's NO save feature---if you die (and it's quite easy to do it), you HAVE to start the entire episode over again---and the episodes are quite long. Quite frustrating and a real big mistake on the part of the developers.

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19 NOV 2002 at 5:44pm
Deleted UserTry 'Shadow of Memories'

Should've been called "50 ways to leave your life"

19 NOV 2002 at 5:53pm
Deleted UserIf I remember it correctly, King's Quest 7 had a nice feature where you could automatically go back to the point just before you died if you wanted to. This eliminated the risk of losing a lot of hard work just because you've forgot to save for a long time.

That game had a lot of problems with it's interface and savegame features, but this particular thing was a nice touch...

Dying should always be forgiving in some matter. If the game is cluttered with unexpected death situations it will just annoy the player. Still, dying can bring a nice touch of danger or sense of importance to make the right selections in many cases. A game where you simply know that you cannot die at any time may not be as exciting to play.

19 NOV 2002 at 5:59pm

sennebec

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dying is just another form of puzzle and as long as there's an auto save built into the game, i'm fine with visiting the other side for a moment...

still gaming...

 


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19 NOV 2002 at 6:13pm

Erpy

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Being able to die is one of those things that make adventures more fun. If you get bored and frustrated you can always go around killing your character off in many ways. Especially if the death is nicely displayed (Roger Wilco crashing in Daventry/Nottingham after pushing the wrong button) and there's a witty death message, it's an entirely new fun factor.

Also, being able to die means your character is truly in danger in certain situations and that knowledge can draw you into the game better.

I agree on the statement that unexpected deaths should be avoided. Replaying a large part of a game is no fun, but that's not merely an issue with adventure games. There are lots of games in other genres where you can die suddenly either by an unexpected trap (platform/action games) or by that über-monster that suddenly appeared and wiped out your party. (RPG)

In that case, Al Lowe's motto "Save early, save often" proves itself to be true once again.

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19 NOV 2002 at 6:20pm

Aya

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Should've been called "50 ways to leave your life"

and so should fable be called!

dying in the "I told you not to hassle that rabid wild boar" fashion don't mind me, i usually enjoy them (i WILL hassle the boar to see what happens anyway!)... but dying in the you-need-to-be-pixel-perfect-to-walk-down-that-path fashion in older sierra games annoyed me a lot... as well as dying without any warning... yes i took the envelope and normaly i opened it... how the hell could i have known there was poison gas inside? oh and also dying upon entering a room without the room having any warning signs whatsoever... "You entered the bathroom and there was a flesh-eating demon hanging from the ceiling, well just because... save early, save often"... i hated that

You have gotten the attention of the mysterious lady. She turns to face you. Her face is devoid of any flesh. You are frozen with horror as she begins ripping your body into a bloody mess.


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19 NOV 2002 at 6:31pm
Deleted UserHey, how about an adventure game designed so whenever you do something wrong and die, the game doesn't end but you are transported to the "land of the dead" or whatever and have to solve some new puzzles to redeem yourself and get back to life and continue playing. (And hey, you might just get a chat with Manny from Grim Fandango on the way.) That could be a fun game layout, and a great spoof on the whole dying deal in adventure games!


Man, I could probably even try this out in the new adventure game development empire I'm starting in a few years...
Now, don't you go and steal my best business idea! >


19 NOV 2002 at 6:37pm

Agustín Cordes

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but dying in the you-need-to-be-pixel-perfect-to-walk-down-that-path fashion in older sierra games annoyed me a lot...

Yes, I agree with that. They intended to give you a sense of a "dangerous stunt" but, in the end, it was quite annoying. Walking down the mountain from the sorcerer's home in KQ3 comes to mind.

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19 NOV 2002 at 6:38pm

Aya

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Hey, how about an adventure game designed so whenever you do something wrong and die, the game doesn't end but you are transported to the "land of the dead" or whatever and have to solve some new puzzles to redeem yourself and get back to life and continue playing

this idea was featured on Knight Orc from Level 9, and i also think i saw it on 1 or 2 other advs but i could be wrong... it is a great idea though

You have gotten the attention of the mysterious lady. She turns to face you. Her face is devoid of any flesh. You are frozen with horror as she begins ripping your body into a bloody mess.


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19 NOV 2002 at 6:40pm

Aya

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Walking down the mountain from the sorcerer's home in KQ3 comes to mind

that's the one that always comes to mind first too! god it was frustrating!

You have gotten the attention of the mysterious lady. She turns to face you. Her face is devoid of any flesh. You are frozen with horror as she begins ripping your body into a bloody mess.


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19 NOV 2002 at 7:09pm

InlandAZ

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I don't see anything particularly wrong with dying in an Adventure game.  In the original text adventures:

1.) ZORK
2.) Colossal Cave Adventure

You could dye....

You inadvertently stumbled into the nest of a hungry Grue. You are viciously torn apart. Your score is 14/1200, ranking you as a hopelessly bad adventurer. Thank you for playing, please try your call again later.



What?


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19 NOV 2002 at 7:40pm

sennebec

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Originally Posted By Petter_Holmberg (19 NOV 2002 6:31pm)
Hey, how about an adventure game designed so whenever you do something wrong and die, the game doesn't end but you are transported to the "land of the dead" or whatever and have to solve some new puzzles to redeem yourself and get back to life and continue playing. (And hey, you might just get a chat with Manny from Grim Fandango on the way.) That could be a fun game layout, and a great spoof on the whole dying deal in adventure games!


Man, I could probably even try this out in the new adventure game development empire I'm starting in a few years...
Now, don't you go and steal my best business idea! >


and i'll take the credit for prompting your creative mind...


still gaming...

 


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19 NOV 2002 at 8:07pm

MichalN

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What I always liked about LucasArts adventures was that you could never get into a situation where you couldn't finish the game. That's something I like. But I don't mind dying - games like GK2 would be weird if you couldn't die.

And it's not even true that in LucasArts games you couldn't die. There was one place you could die in MI1 (when you get thrown in the water), you could die many times in Indy III and several times in Indy IV.
I forgot my sig.

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19 NOV 2002 at 8:19pm

SirDave

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I guess this is a personal type of thing. Me- I don't like the dying thing and I don't like timed puzzles.

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19 NOV 2002 at 11:36pm

szcax

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I don't mind dying all that much. As a matter of fact, I LOVED how your death in KQ6 brought you to the land of the dead, which you had to visit later... great touch.

The thing that annoys me more is when you can advance in a game without being prepared. I.E. not picking up the pie in KQ5 before entering the mountains, and thus having nothing to battle the yeti with
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19 NOV 2002 at 11:38pm

subzero2o

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I have to agree with what most people have already said, Dying is fine, but only if you know you're going to die if you do it. Leisure Suit Larry comes to mind. Is it my fault that I flush after using the bathroom??? You die for showing common curticy.


Anyone know any Nympomanics???

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19 NOV 2002 at 11:51pm

Agustín Cordes

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What I always liked about LucasArts adventures was that you could never get into a situation where you couldn't finish the game.

I'm with you there. Return To Zork comes to memory as the most frustrating game ever in that aspect. It would be nice some kind of warning like "you seem to be forgeting something".

There was one place you could die in MI1 (when you get thrown in the water), you could die many times in Indy III and several times in Indy IV.

You could die in MI1?? I never stayed that long under water...
Also, in Zak McKracken you died a lot.

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20 NOV 2002 at 12:21am
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Originally Posted By Rael (19 NOV 2002 11:51pm)

You could die in MI1?? I never stayed that long under water...

Yeah, sure! If you know your MI you should be aware of the running gag with Gyubrush saying "Fortunately I can hold my breath for ten minutes!" or something like that. Well, stay for ten minutes under water in MI1 and see for yourself...


20 NOV 2002 at 1:47am
Deleted UserBattle a Yeti with a pie???

I've GOT to get me a copy of KQ5....



20 NOV 2002 at 1:55am

Aya

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What I always liked about LucasArts adventures was that you could never get into a situation where you couldn't finish the game

yeah... i guess this has to be the worst thing in adventures along with arcade sequences and real-time/rightplace-righttime puzzles... sierra advs really excelled on this... as well as all the other not-to-include in an adv features... and yet sierra was (WAS) my favorite adv company!!! this shows what a quality company it USED TO be

You have gotten the attention of the mysterious lady. She turns to face you. Her face is devoid of any flesh. You are frozen with horror as she begins ripping your body into a bloody mess.


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20 NOV 2002 at 2:03am
Deleted UserI don't mind dying so much in adventure games as long as it's fair. I even remember not minding much dying in the early Sierra games, where just walking in the wrong direction got you killed instantly and most unfairly. But then again, in those days I didn't have a shelf full of unplayed games beside me, where I could say: "this better be fair, or else......I'll play another game".
I hated the dead ends much more, where you tried this and you tried that, and you allways died, because you hadn't found something earlier on, and now it was too late.
Great idea I'll start another thread: greatest dead end frustrations  


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20 NOV 2002 at 2:09am

Agustín Cordes

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Great idea I'll start another thread: greatest dead end frustrations

You don't have to look further

If you don't take a particular item the "right way" in the first scene of Return To Zork, you'll realize this past half the game.

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20 NOV 2002 at 9:42am

alkis21

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I don't mind dying, especially when it's humorous, but I want to be able to easily avoid it after the first time. I don't like trying to solve a hard puzzle (especially when it requires eye & mouse coordination, like walking on a narrow bridge over a piranhas river) and dying over and over again, it gets boring and frustrating. I also like it when the game automatically returns to the point that precedeed your last mistake.
Listen to this: In the game I'm making (this is a spoiler but you're not going to play it anyway so keep on reading), in the first chapters you can die but once you do you know what you did wrong so it's easy to not do it again (like using a knife on yourself). Later on, you will gain some magical abilities and you will learn a spell which you will be able to use on the Grim Ripper each time you die and resurrect. How does it sound?

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