Anyone else still awake at this hour?
There are a few thoughts running through my head at the moment and I have this urge to just get them off my chest. I feel like this is a good place to post them, because this community here is one that I think should be more welcoming to a random, lonely person speaking their mind.
The first: Death, when used as a fail state in video games, is harmful to the player's immersion.
This is a thought that has been running through my mind on occasion in the last few months. With the release of Alien: Isolation, it jumped right back into the forefront of my personal introspection when, during a particular mission where I had to avoid the xenomorph in a medlab, I was killed either by the xenomorph or other forces in excess of 30 times before finally managing to overcome the obstacle in my way.
After the tenth death, I could feel myself becoming detached from the immersion of the game. I was no longer afraid of the xenomorph; I was annoyed with it. It constantly placed itself between me and my objective. It never seemed to move in a logical pattern and always seemed to be within a dangerous distance of me at all times, simply because I was there. Oftentimes it would walk past a room I was hiding in, then magically happen to turn around when I opened the door to the hallway and see me in the doorway. Once it saw me, that was it, the jig was up. There's no escaping the xenomorph once it's actually zero'd in on you. Any attempt was futile. And so, after my tenth death or so, I would just give up. If the xenomorph saw me, I wouldn't even try. I would just stand there and accept my inevitable death.
Compare this to the first time the xenomorph is encountered during a scripted scene, which was an edge-of-your-seat terrifying experience, especially when you have the Xbox One kinect sensor programmed to alert nearby enemies if you make a loud enough sound in your play space. Never before has a game actually compelled the player to control their breathing and lower their voice to a whisper, lest they get themselves detected. When the xenomorph makes its first ever appearance, it is scripted to be looking away from you, then walks away from you, calmly, carefully walking through an open promenade, stalking, hunting. It may be an efficient killer, but the player has the advantage of knowing where it is, how it's moving, and how to avoid it.
I recognize that as an unarmed human, Amanda Ripley is at a significant disadvantage to the xenomorph in terms of survivability. However, by virtue of paying attention to the canon story of the Alien universe, I also know that Amanda Ripley dies of natural causes on Earth, not by a xenomorph on the Sevastopol. Because the xenomorph instantly kills Ripley if it catches her, this implies that it never caught her in the canon story. Do you think it's possible to beat Alien: Isolation without dying once to the xenomorph? I personally do not, and this puts me at a conflict. I know she succeeds, because the canon story says so. But I, the player in control of her, fail to adhere to the canon story each time I get caught.
This is where things start getting really deep.
In Alien: Isolation, death is a fail state. When you die, the game is over. But, like many games nowadays, this fail state is remedied by reloading a recent save or starting again from the most recent checkpoint, and I don't know a single gamer who would bat an eyelash at this concept. But when you reload from a recent save, you're introducing something new into the adventure that you did not have in your previous attempt: The knowledge that there is danger ahead. With this knowledge in mind, you advance slowly, more cautiously, looking for potential escape routes or means to take what advantage you can in your situation before you confront the danger. But this is part of the problem I have: When you know there is danger ahead, what is there to be afraid of?
Here's another way to look at it:
Imagine you're watching Alien for the very first time. This is very important. The crew of the Nostromo touch down on LV-426 to investigate the mysterious signal that Mother has discovered. Kane discovers the room with all the eggs. He moves to examine one more closely, and it then opens up. Upon seeing this, Kane then turns around and runs in the opposite direction, back towards his fellow crew, Dallas and Lambert.
"We need to leave, now!" He tells them.
"Why?" Dallas asks,
"Because there is a critter inside that egg, and if it gets out, it's going to latch onto my face and shove a tube down my throat!"
You, as someone watching the movie for the very first time, would probably wonder how exactly Kane knew this. There's no explanation for his knowledge outside of precognition. It would make no logical sense in terms of story telling.
In essence, this is exactly what happens when someone plays a video game and reaches the fail state of death, then respawns at the last checkpoint. They are basically rewinding the story, and then proceeding forward again with knowledge of upcoming danger that they would have never had otherwise. And it is only after this danger point is overcome and the player is once again treading new, unfamiliar ground that the immersion is restored.
If I had any say in the development of Alien: Isolation, I would have brought this point up. I would have suggested that it is important to keep the xenomorph's killing potential respectable, but also acknowledge that as far as the canon story goes, Ripley must live. Give the player the means to escape from the xenomorph if she has high health, penalizing her with a reduction in health every time she gets caught. Kill her only if she's too weak to escape the xenomorph.
This narrative I've spun about death is most intense in games of the Survival Horror genre, but could also be applied to games in other genres. Take Mass Effect, for example. I always found the design of the combat in Mass Effect games to be superb. Even on the highest difficulty setting in any of the Mass Effect games, you are given the tools necessary to succeed without dying. Every fight is winnable, so long as you demonstrate the necessary skill in each pull of the trigger, make good use of cover, and wise use of ability combos to maximize your damage output. All too often in other games, especially in Call of Duty single player campaigns, it is impossible to beat the game without dying and it becomes a trivial exercise of trial and error in order to reach your next objective. 'It didn't work when I did that, so I'm going to try this next time.' 'Nope, that didn't work either. Maybe if I do this instead...'
I must also acknowledge that this form of degraded gameplay immersion through previous knowledge persists when a player plays through a game multiple times. The purest form of immersion comes only once -- through the games first initial playthrough. But in this case, it's more like reading a book again or watching a movie again. Yes, you already know how the story goes, but it's still a wonderful story, even if you already know who wins in the end.





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