Cubed Issue #8, Free Edition | Page 8

Chris Olewicz CHARACTER ASSASSINATION Game developers are big fans of capital punishment - but are there better ways to pull heartstrings and punish players? 6 A mong the rollercoaster of concepts in video games, death has always the most prominent. And in the great majority of games, death symbolises failure. Specifically, the failure of the player to perform to the standards expected of them by the game designers. From the earliest arcade games, which gave you three “lives” in which to accomplish a highest score, death has always played an important role, regardless of genre. Sonic the Hedgehog, Assassin’s Creed, Modern Warfare, The Sims, and Leisure Suit Larry may treat death in different ways – without it some games would never end - but death is still there, even if just an obstacle overcome simply by having another go. The punishment for failure can vary. Some games send you back to the last checkpoint, a predetermined location on the map or a certain point within a level, or the start of a mission. In this sense, you take on the role as actor working through an already completed narrative, and having fluffed your lines, are simply asked to do the scene again and again until you perfect it. This is certainly the case with modern games, which have become more and more lenient. In this respect, death acts as both an educative tool, and sometimes as a frustration. Having failed, a player is given another chance, and will naturally revise their approach in order to succeed. Act too harshly, either in terms of difficulty, or the amount of gameplay they have to repeat in order to potentially fail again, and they might become frustrated. The Grand Theft Auto franchise is a frequent offender, one that fairly allows the player to take their frustrations out on the game in killing sprees that lead to certain death. Some game designers delight in taunting and chastising players for their failure. For years, the masters were adventure game developers Sierra Online. From their first adventure game – Kings Quest – Sierra packed their games full of ways in which your character could die. Many of these were punishments for the player’s own stupidity, such as walking into a moat, or pushing a rock onto yourself. Sierra also adopted dead ends as a means of prolonging game time. Having perpetrated a mistake that renders the game unwinnable, a player is a zombie, dead but without knowing it. Caused by failing to overhear a conversation, talk to the right person at the right time, failing to pick up an item, or using an item for the wrong purpose, dead ends were present in games as far back as the earliest text adventures, but Sierra perfected them. Death in adventure games divided fans. Some Sierra titles took the idea further and started openly