That's an interesting question! I always was confused with death being a pretty big thing in Sierra's titles, as it had also some sort of connection to a "point system". However, I don't think "death" itself accomplishes much in the adventure gaming realm.
Adventure games in general are pretty linear story-telling games, with a pretty diverse sort of events that happen. These events lead to the player wanting to explore, and see what happens where. Death should only happen if there's a point or a story-point that hinges off of it. Within this linear world, making death a final-call is something that not only frustrates a player, but really accomplishes nothing for challenge-sake.
Death in a game can represent psychologically to the player a "challenge" or what "works" and doesn't work. This makes sense for an adventure game like Zelda or shooters. Death is an expected end-result of learning strategy, cognitive skills and being more aware of one's environment and the locations of enemies. It is only logical that a player can die because of not over-coming a challenge.
However, in adventure games, the challenge becomes wit. I think a fair "death" in an adventure game is when the player gives up after being frustrated with a puzzle for a day. In the classic LucasArts titles, I think this is something that is quite obvious, as the players aren't really lead to doing anything that would cause death, and if they did, it would end humorously, rather than having an "oh-no" moment. This way, the player enjoys their consequences, perhaps is able to broaden their imagination and brings forth a greater amount of appreciation out of the game.
A few examples of where death is fun and interesting is in Monkey Island, where death is often joked about, ie. the end credits in the bar in CMI and Guybrush jumping off a cliff in EMI. Or in Return to Zork, where you can blow yourself up in a shack after taking in too much Rye. Those are funny moments, where wit and humour brings the player into accepting the game's world. That, of which I strongly believe is the main-aspect of adventure gaming.
Simply dying in an adventure game would accomplish nothing, as no intelligent response other than "oh, obviously this will kill me now". It doesn't push the story further, which is something adventure games need to do constantly. If there is a certain item that can be picked up and used with another item with dangerous consequences, the character of the game will often refuse it. But if they didn't refuse, and the player is left with a ticking bomb, then that should be handled accordingly. The best thing one could do is end up with a result that will give more humor or interest to the game.
Now, if you consider a game like "Pneumbra: Overture," which quite elegantly meshes adventure and first-person shooter. Not perfectly, mind you, but elegantly enough to create atmosphere. Death becomes one of those obstacles that doesn't require intelligence per-say, just a more animal-instinct like approach to avoiding the "evil dogs" that roam in the caverns. These forms of death are just add-ons to try and make the game more challenging and to avoid producing a game with no conflict. However, if the story folk build their conflict properly, and in the right way, they don't need "death" to prove a point to the player.
The rewind idea is interesting, as it's used in many games, but it too, has to prove a useful purpose. I suppose Braid is one of those examples where rewind is used as an outlet to avoid death. Yet, I don't think that it provides a very concise and interesting element. It's become more of a cliche in gaming, as I believe the first use of the concept was back with Prince of Persia's Sand's of Time and Blinx (that old Xbox cat mascot thingie). I could be wrong, as I'm quoting from the top of my head.
Anyways, that's my two cents, and if I had a choice, I'd rather see death used to further a story and give something to the player. It could be used as a consequence as such "I won't do that again", but if that's all you're giving the player and nothing comes out of it, then what sort of learning skill are you giving? Adventure games are better off mocking or making use of death to point out the ridiculous things that could happen.
__________________
_______________________________
If you're curious enough to click, I do have a personal portfolio over here at Squishy Dreams.
Last edited by Edgy_McSpoon; 01/17/2010 at 11:16 am.
|