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Topic: Death in AGs

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31 JAN 2010 at 4:19am

chronotigger65

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Question:  
o you perfer for your AG"s to be made to possibly have the character you control be killed or not?  I don't really mind seeing the character I control to die.  Sometimes I kill the person on purpose to see the sometimes funny death scenes like in Kings Quest.

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31 JAN 2010 at 11:13am

ILoveYou

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I don't really mind them, but I don't like games that have too many of them, though


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31 JAN 2010 at 11:18am

Arkadia

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I much prefer death-free games, but I'll overlook it if the game is good


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31 JAN 2010 at 12:58pm

Steve Veasey

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The problem for me wiith games that allow the player character to die is that you end up replaying sections of the game over and over which destroys any kind of flow or continuity with the story. If its a game where the puzzle solving is more important than the story then it's not a problem. but if you want to be really immersed in a game I don't think having numerous kill-points is the way to go.

For instance although I love the first Broken Sword game, I remember being utterly shocked when George died at various points..it just didn't seem to be in keeping with the style of the game at all. Also, the first time it happened I hadn't saved for over an hours worth of gameplay..THAT is really frustrating,especially as there is nothing to forewarn you that you might kill the main character at some stage in the game..

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31 JAN 2010 at 1:45pm

JKing

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Agreed with Steve here.  Sierra games make it immediately obvious you can die (and they'll kill you a lot), but oftentimes other games wherein one can die only kill you in a handful of spots, such that you might go through most of the game unaware it can happen, and then lose a lot of progress when it does.  That's not much fun at all.
You can't kill someone in a studio.

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31 JAN 2010 at 1:54pm

Fnord

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I don't mind deaths, if they are handled well. If the game autosaves before you enter each room/screen/region where you can die, and you won't lose more than a few min worth of puzzle solving when you die, I don't see it as a problem, but getting killed without a decent warning, and having having to re-do an hours worth of puzzle solving is frustrating.

 

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31 JAN 2010 at 4:23pm
Deleted UserI like it if you can die in games, it gives it a bit more tension and realism.  I learnt long ago to save every 5 mins. anyway, so even if they did not warn about possible death, I usually only lose a few minutes of gameplay, no big deal.
If I reach the end of a game without dying, for curiosity's sake, I'll reload a save and have myself die deliberately, just to see what happens.

Remember those Mortal Kombat games where you would end up impaled on a spike?  
That was about the worst death I can remember dying.

31 JAN 2010 at 4:35pm

portiafimbriata

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Worst offender award (for me so far) goes to Shadow of the Comet. Is it possible to die more times that you live? I think I did. I'd die for walking the wrong direction in town at night! That said, great game.

The other stinker in this category is Black Mirror. But I will accept blame for not saving early/often enough.


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31 JAN 2010 at 4:47pm

AlienBZ

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I don't like having to die in my AG's. That stinks.
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31 JAN 2010 at 4:56pm

Jelena

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I prefer not having to fear death in a game. But if the possibility still is there, I want to be taken to a point right before dying right away and not having to risk replaying too much, like from my last save for instance.
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31 JAN 2010 at 7:07pm

Jenny100

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Originally Posted By chronotigger65 (31 JAN 2010 4:18am)
Question:  Do you perfer for your AG"s to be made to possibly have the character you control be killed or not?

I much prefer not. There's nothing like having the character die or a "game over" to kill suspension of disbelief and remind you that it's only a game. At that point the character becomes nothing more than a "playing piece" and nothing like a real person. Their "life" doesn't matter any more. Kill them 80 more times. Who cares? None of it is real.

Besides destroying any impression that the character is a real person, being put through repetitive reload cycles are simply annoying. I don't think annoyance is a positive thing, and I reach for a walkthrough in order to minimize it -- or avoid buying the game in the first place.

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31 JAN 2010 at 7:28pm

Lucien21

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As long as you have a chance to avoid it and that the death was due to some failure on the player behalf.

The lack of death can remove all suspense from a story.

I like the idea of Heavy Rain where they say your characters can die and the game/story still goes on.
Dear Diary, My teenage angst bullsh*t now has a bodycount.

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31 JAN 2010 at 8:32pm

Terry Penrod

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.

As an AG fan who also plays lots of action games including shooters, I love good PC action-adventures. But they usually have smooth, intuitive controls; proper camera angles; and unlimited save-game slots.

The problem with most traditional AGs that include real-time action sequences is that the interfaces / controls / camera angles are clunky / unresponsive, unintuitive, and/or confusing. Many are also console ports with those aggravatingly stupid save-point systems.

So to me, this issue is more about poor developer design and execution than the basic challenge of combat or timed segments.

Cheers, Terry

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31 JAN 2010 at 10:13pm

Caroline

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Originally Posted By Fnord (31 JAN 2010 1:53pm)
I don't mind deaths, if they are handled well. If the game autosaves before you enter each room/screen/region where you can die, and you won't lose more than a few min worth of puzzle solving when you die, I don't see it as a problem, but getting killed without a decent warning, and having having to re-do an hours worth of puzzle solving is frustrating.


Precisely.

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1 FEB 2010 at 12:32am

Andromus

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I've never liked death in adventure games. I play them them to solve puzzles and experience a story, not to have to worry about getting smacked down like I would expect from an action game. If they must include it, I want some warning that I'm about to do something dangerous.


 


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1 FEB 2010 at 12:55am

Shany

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I usually don't appreciate dying in games.
I like to experiment and I don't like being punished for it.

This is why I hate Sierra deaths. They even punish you for clicking on the wrong spot on the screen and make your character fall to his death.
I can understand enviromental deaths in a direct control game, not a PnC one.

Having the game restore you to before you performed the fatal action is ok, but it makes the death pointless. The game should just not allow that action, or provide a non-lethal reaction.

The only deaths I didn't mind were the ones where it was made very clear that your character may die, so you knew you had to save. Broken Sword 2 had these, as well as Gabriel Knight 3.

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1 FEB 2010 at 4:23pm

JKing

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Originally Posted By Shany (1 FEB 2010 12:55am)
The only deaths I didn't mind were the ones where it was made very clear that your character may die, so you knew you had to save. Broken Sword 2 had these, as well as Gabriel Knight 3.

Indeed.  Dying in dangerous situations is fine, but it should be made evident that where you are is dangerous.  This is one place where, for instance, The Legend of Kyrandia sometimes failed.  I'm sure there has never lived a player who did not die at least once in the Serpent's Grotto before fighuring out how to get around.
You can't kill someone in a studio.

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1 FEB 2010 at 4:54pm

Taurnil Mithrandir

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I enjoy dying in games as long as I'm torn apart in a gory scene!
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1 FEB 2010 at 11:01pm

Phoenix Star

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I would be sad and feel as if I has wasted my time if the character died at the end in the actual story...

But...who else LOVES to kill Nancy Drew? There's just so many ways that girl can get into trouble that it's actually kind of fun! I think the second time in Komkolzgrad in Syberia was a bit toned down. There should have been some alternate ways to go there, even if they didn't involve death.

Has anyone played Cosmology of Kyoto? I can't get it to save so I just explore the beginning places each time I play it, but apparently there are demons that kill you and get to see Hell and Heaven...hehe.

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2 FEB 2010 at 1:59am

Lady Kestrel

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Usually, I prefer not to die and have to reload a save, but some of the best humor in Zork Grand Inquisitor happens when the player dies.  Spoiler AlertBeing totemized is fun!  There are some funny death scenes in The Space Bar, as well.

The best system for me is the one they have in Secrets of the Luxor.  You can die in a variety of creative and often gory ways, but the game restores you to just before your misstep, allowing you to try again until you get it right.  

"Where is the fountain that throws up these flowers in a ceaseless outbreak of ecstasy?"

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2 FEB 2010 at 11:23am

TechnoSpike

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I don't mind dying at all ... if that doesn't make me have to repeat a specific scene over and over and over (but usually that tends to happen more in action oriented games). In fact, in some cases I remember trying specifically to die in all possible ways just to see what would happen (like in the Space Quest series).

Taurnil Mithrandir, have you tried playing Waxworks and Veil of Darkness? You can get quite a few gory deaths!

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4 FEB 2010 at 4:08pm

Karsten

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I prefer AG games in which you don't die at all. That's one of the reasons I bought the Longest Journey; April cannot die. It was such a relief, especially having played KQ games in which you could die - in very many ways.



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4 FEB 2010 at 11:19pm

Jehane

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Originally Posted By eragon (1 FEB 2010 4:54pm)
I enjoy dying in games as long as I'm torn apart in a gory scene!

As in Phantasmagoria, perhaps? I must admit that when I first played the game i deliberately screwed up some tasks just to see what would happen to Adrienne - and because I didn't like her much  


As for dying in AGs in general, it totally depends on the game. If there's a dangerous situation coming up and it's made clear that it is really getting dangerous, I'm prepared and don't mind much - sometimes it adds to realism, as in Broken Sword 2 when Nico has to sneak aboard the boat in London. Same goes for Gabriel Knight 3 - it would have been ridiculous to make Gabe not die when crossing that bridge towards the end  even though this was a very annoying task.

What I really hate about dying in AGs is the suddenness of it, i.e. without any previous warning.

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20 FEB 2010 at 9:25pm

Kenif

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In most cases it ruins the game imo.
One of the (many) reasons I don't like Broken Sword games.

In Broken Sword 1 or 2, you get killed for knocking on a door!

Full Throttle does it in the corect way. You get killed but you immediately get to remedy it.
Sweet

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20 FEB 2010 at 11:47pm

MKB

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Deaths in AGs don't bother me except when survival depends on manual dexterity. A twitcher I ain't ... I'm just no good at it. So I try to avoid these AG mutants, er...hybrids, that often rely on QTEs to further the story.

I don't buy download-only games. Never have, never will........Mike


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