Creative "death"
Death or failure in the game is a familiar thing for us and it seems indispensable in every game. Die, then relive, and the game will continue. Recently I was introduced to experience the Sekiro game. This is the first time I tried the action game genre, or rather, Souls-Like. So the time for me to think about death is a lot, really a lot.
Sekiro
This makes me wonder, the pattern of death in today’s games is things like the color change screen, the notifications appear, and then the game is rewinded for a few minutes, or shifting. You go to a Save game point, and so you continue the game.
Such a mechanism has appeared from the first games, when games often do not punish you too much. Include Super Mario Bros., Sonic The Hedgehog, Prince of Persia… or even the game Bioshock It will not cause you to lose the items earned and your enemies will not be revived. This can make players feel bored, uncomfortable, disregard death and thereby reduce the pace of the game.
Sonic The Hedgehog
For those reasons, players often want to find games with “death” more creative. For example, Roguelike games, when the game screen changes whenever you die and when you die, the player will play again from the beginning, the revival mechanism in the game is removed. This makes all your experience or memory of the previous game screen is meaningless. So the player gradually feels wary of death and more cautious in each of his steps.
Dead cells
A few games still punish your deaths as usual, make you return to the starting point and you have to start that game again. But your death now has an impact on the game. For example, the enemy will re -arrange more troops for your re -play, or simply they will become stronger at different plays. Like the game Middle Earth: Shadow of Mordorwhen the Orc is said to be small to destroy you, they will be able to take power and become your enemy with a higher level.
Now we come back Sekiro Or other games in the Souls series. Death will eliminate most of your efforts from money to experience, and push you to the nearest Save game position. In Souls you will leave your resources and still have the second chance to get them back, or in Sekiro You still have the ability to revive yourself once or twice. These factors contribute to creating a fair feeling for players but still need certain requirements to do.
Dark Souls
In the game Zombiuinstead of returning to the place where players fell to collect items and games that make players have to destroy the Zombie itself of the previous failure to get back. This is somewhat creative and a smart approach to the story.
In addition, there are a few games that when you die, the game will continue to take place. To mention Detroit: Become Humanwhen there are times when the main character will die, but everything has not ended, the whole story continues to revolve around that death and affect the process of the plot.
Or clear State of Decayyour death is not a meaningless thing to throw away. And even when faced with zombie pandemic, everyone will fall at least once, which affects the NPC, your teammates stay, making them mentally and some bad effects.
Finally, some games still give you the second chance, revive and continue the game but in a more creative and more interesting way. As clear Far Cry 2you will be taken to a safe place, give you a minigame to use the heart vibrator, and then take you back to the battle.
Far Cry 2
All the creativity of the developers of death has the purpose of making players feel more meaningful death. The removal of repetitive deaths, instead integrate many innovative, creative, or skillful details combining them with the overall storyline that makes the player more careful and careful for the experience. more of me.




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