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Manifestations of Death in Modern Video Games

Manifestations of Death in Modern Video Games. Variance In Death Portrayal . Old School Life System Instant Respawn Death of a Party Member Story Driven Death Life After Death Death as Punishment/Reward Death in Economic Terms Immortal Characters. Old School Life System .

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Manifestations of Death in Modern Video Games

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  1. Manifestations of Death in Modern Video Games

  2. Variance In Death Portrayal • Old School Life System • Instant Respawn • Death of a Party Member • Story Driven Death • Life After Death • Death as Punishment/Reward • Death in Economic Terms • Immortal Characters

  3. Old School Life System • Limited number of lives popularized in early gaming • Mario: Galaxy comes under fire for using this system in a way not fitting its gameplay • Considered by many to be out of date • Done because of adherences to formula and the nostalgia factor attached to the Mario franchise

  4. Old School Life Cont. Aware of the systems stagnation, proponents of it have designed explanations for the multiple life situation. Super Smash Bros. Brawl The adventure mode, a nod to older style games, the life system is explained by a team of heroes, one for each life. Showcase different characters, mixing strengths. Maximo: Ghosts to GloryAn agreement is made between Maximo and death itself. In exchange for tokens Maximo gains life. Bargaining stage of grief.

  5. Old School Life Cont. • This style of death simulation is popular with video game parodies and while breaking the 4th wall in video games. • The Futurama video game uses the extra life system as a plot device to move along the story and as an in reference for video game fans. http://www.youtube.com/watch?v=YjyQQ67cM5Q2:40 - 4:06

  6. Instant Respawn: Death doesn’t matter • Works off a series of checkpoints or saved files • Popular in most FPS titles, as well adventure games • Death reduced to minor inconvenience, something to avoid if possible but not necessary

  7. Instant Respawn cont. • Emphasis on individualism “an army of one” • The cowboy showing no weakness, overcoming all odds • Fear of death is eliminated, indulges the fantasy of immortality • Injury is temporary/no consequences for risk taking • Halo removal of human weakness through cybernetics • Oddworld: Strangers Wrath, a straight forward western with anthropomorphized characters • Bullets are literally brushed off the hero's body to regain health

  8. Instant Respawn cont. • Respawns are just do over's • Time bending games expand upon that concept • Explains the immortality • Removes the apprehension of failure • Escapism

  9. Death of a Party Member • The death, as a result of gameplay, is of a major character or team mate and it is completely permanent • Appears often in RPGs, much more common in Japanese games • Emphasis on responsibility to your group and on wise careful decision making • Retreat/regrouping sometimes preferable to “guns blazing” style of play

  10. Death of a Party Member • Increases tension and importance of each encounter • Adds to the emotional impact of the games, choosing which characters live for strategic reasons • Increases replay value do to the possibility of different characters surviving • It is common for American gamers to sidestep this type of game play • Restarting the game anytime one of there characters dies • Removing personal responsibility and recreating the “Respawn” game type

  11. Story Driven Death • The player may or may not be responsible for the death • May be of the playable character or of close supporting characters • Important plot point, often the turning point of the game • Designed to deepen emotional assimilation of player into game world

  12. Life After Death • Popular in MMORPGs. World of Warcraft • Soul separates from body • Spiritual representation • Player must earn life back • Unable to interact with world • Ghost Quests

  13. Death as Punishment/Reward • Most recognizably used in Mortal Kombat • Humiliation/Vindication • Nothing at stake but pride • Built in humiliation system • AI rarely if ever uses the system • Has changed very little over time • http://video.google.com/videoplay?docid=2670768672552604868#

  14. Death in Economic Terms • Primarily found in RTS’s • Characters are be thought of as forms of resources • Minimal emotional connection • Properly simulates disconnect of large scale war decisions • Protectiveness of units directly related to how expensive they are.

  15. Immortal Characters • Characters too powerful to be killed but still need a way to lose. • Superman Returns, health is seen in terms of damage done to the city. • Superman’s duty to his city is what is at stake. • Creates a protective paternal relationship with the civilians in the game. • Self sacrifice – continually exposing oneself into pain to protect others.

  16. Immortal Characters Cont. • Pokémon captured by main character never die • Pokémon graveyards exist in games so Pokémon are mortal • When trained by main character Pokémon are exponentially more powerful • Main character is responsible for immortality • Player possesses infinitely powerful beings • Player is god

  17. Bibliography • http://wiimedia.ign.com/wii/image/article/831/831684/super-mario-galaxy-20071031104337015_640w.jpg • http://www.filehurricane.com/photo-viewer/3023 • http://hawtymcbloggy.com/2008/01/28/my-average-spawn-is-longer-than-yours/ • http://www.matttheanimator.com/images/stranger.jpg • http://pop.vokr.com/covers/Prince_Of_Persia_The_Sands_Of_Time-front.jpg • http://msnbcmedia3.msn.com/j/msnbc/Components/Photos/040702/stg_hz_videoGameViolence_hmed_6p.hmedium.jpg • http://www.usabilidoido.com.br/imagens/mk_fatality.png • http://pixelorama.files.wordpress.com/2008/09/fatality_scorpion_01.jpg • http://www.consoleia.co.uk/features/shocking/sephstabs.jpg • http://www.vgmaps.com/Atlas/GBA/Pokemon-FL-LavenderTown.png • http://game.rbkdesign.com/images/blog/darkness_girlfriend_sm01.jpg

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