Redesigning Death

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  • čas přidán 29. 03. 2015
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    Getting killed is getting boring. So, inspired by Bloodborne's clever twist on MMO corpse-running, let's look at some games that do more interesting things with player death - from expendable marines in Aliens to reconstructed level layouts in Spelunky.
    === Games Shown ===
    Bloodborne (From Software, 2015)
    Sonic the Hedgehog (Sonic Team, 1991)
    Super Mario Bros. (Nintendo, 1985)
    Call of Duty 4: Modern Warfare (Infinity Ward, 2007)
    Galaga (Namco, 1981)
    Prince of Persia (Ubisoft Montreal, 2008)
    BioShock Infinite (Irrational Games, 2013)
    Call of Duty: Advanced Warfare (Sledgehammer Games, 2014)
    Prince of Persia: The Sands of Time (Ubisoft Montreal, 2003)
    Spelunky (Derek Yu, 2012)
    Rogue Legacy (Cellar Door Games, 2013)
    Transistor (Supergiant Games, 2014)
    Red Dead Redemption (Rockstar San Diego, 2010)
    Super Meat Boy (Team Meat, 2010)
    Middle-earth: Shadow of Mordor (Monolith Productions, 2014)
    Dark Souls (From Software, 2011)
    World of Warcraft (Blizzard Entertainment, 2004)
    ZombiU (Ubisoft Montpellier, 2012)
    Super Time Force (Capybara Games, 2014)
    Sometimes You Die (Philipp Stollenmayer, 2014)
    Heavy Rain (Quantic Dream, 2010)
    Aliens Infestation (WayForward, 2011)
    XCOM: Enemy Unknown (Firaxis Games, 2012)
    Prey (Human Head Studios, 2006)
    Far Cry 2 (Ubisoft Montreal, 2008)
    Rage (id Software, 2011)
    Batman: Arkham Asylum (Rocksteady Studios, 2009)
    Grand Theft Auto V (Rockstar North, 2013)
    Resident Evil 4 (Capcom Production Studio 4, 2005)
    === Credits ===
    Music used in this episode:
    Main Theme (Bloodborne)
    Cut Apart (Transistor)
    Mines B (Spelunky)
    Firelink Shrine (Dark Souls)
    Ethan Mars' Main Theme (Heavy Rain)
    Shop Radio 4 (Spelunky)
    Clip credits:
    "Oondasta Epic Corpse Run" - Have Joystick, Will Travel
    • World of Warcraft: Oon...
    "The Windmills Puzzles Part" - Curlsbel90
    • Prince of Persia 2008 ...
    === Subtitles ===
    Contribute translated subtitles - amara.org/v/C3BFy/
  • Hry

Komentáře • 1,1K

  • @DigGil3
    @DigGil3 Před 8 lety +2721

    In STALKER, death wasn't just any momentary set back! You had to wait out the long loading screen! Dying in that game is really terrifying!

    • @deektedrgg
      @deektedrgg Před 8 lety +106

      +DigGil3 "The Zone has claimed another life."

    • @DigGil3
      @DigGil3 Před 8 lety +16

      ***** Development Hell, amirite?? ;)

    • @Donut117
      @Donut117 Před 7 lety +37

      "Lost to the Zone" *Boar drags body into corner*

    • @Eshiay
      @Eshiay Před 7 lety +14

      Sounds like Skyrim

    • @HaloFTW55
      @HaloFTW55 Před 7 lety +14

      Such is life in the Zone.

  • @erinium19
    @erinium19 Před 7 lety +1749

    One of my favourite ways of handling player death is in the Portal 2 coop missions. If you listen to the developer commentary, they say they specifically designed death sequences to be quick and explosive with no pomp or circumstance because you're playing as a robot that does have infinite replacements. In that game, they wanted death to feel like just a part of the experience rather than a consequence so they intentionally did exactly the opposite of what you're describing which, in and of itself, is immensely clever.

    • @hyanehighoctane
      @hyanehighoctane Před 7 lety +126

      Maya Tamika that's also why we play robots in the first place, cause having humans Respawn wasn't logic.

    • @tbotalpha8133
      @tbotalpha8133 Před 6 lety +50

      It was also deemed too gross and off-tone to have humans constantly dying horribly.

    • @sponge1234ify
      @sponge1234ify Před 6 lety +85

      it also ties in to the story; The only reason GlaDOS, the omnicidal maniac AI that runs those test chamber, uses replaceable robots is because there's no living humans to "use"; the last living one she had has escaped and its not until the end of CO-OP where she gets a fresh new batch of them.

    • @simonr7097
      @simonr7097 Před 4 lety +18

      Super Meat Boy is even better at "inconsequential death". No black screen, no "press start", just go back to play immediately. The retro levels in that game have a traditional life counting system, and it changes the gameplay immensely.

    • @awesomestuff9715
      @awesomestuff9715 Před 4 lety +5

      @@sponge1234ify there was other humans, but they were in a vault. you, (the co op robots) free them, the hundreds of thousands of test subjects during (if i remember correctly) the 6th chapter of the co op campaign, then the credits roll. then at the 7th chapter (also i might be remembering the numbers wrong) GLaDOS tells you that all the test subjects were killed during testing

  • @PutnamentalAnimation
    @PutnamentalAnimation Před 7 lety +782

    Gotta mention Wario Land 2 & 3, where death just isn't an option for Wario. Rather, you are often slightly inconvenienced, you lose money, OR the thing that would traditionally kill you gives you a status effect that can help you progress or explore, such as being flattened by a Thwomp-like enemy, only to become flatter and able to squeeze into small cracks. Gone were the days of fearing enemies, as these games encouraged you to instigate their attacks in order to solve puzzles.
    This really drove home the idea that you were the bad guy, and things that killed Mario in the past just didn't effect you. In the mid to late 1990s, when the Mario platforming genre was more or less set in stone, a game where none of those rules applied to you (the villain) was delightful and highly praised by critics.

    • @milesbrown2261
      @milesbrown2261 Před 7 lety +72

      You aren't mark brown in disguise are you?

    • @alyastastic
      @alyastastic Před 7 lety +27

      I read this with Mark's voice

    • @TristanBomber
      @TristanBomber Před 6 lety +28

      Late reply, but I love comments like these! Mark Brown's videos tend to have intelligent commenters that can provide more examples for Mark's points, twists on those ideas, or even counterpoints.

    • @kamille286
      @kamille286 Před 3 lety +3

      Ok that's actually really clever and I'm glad Nintendo did that

    • @laylover7621
      @laylover7621 Před 3 lety

      Thank you so so much for mentioning those two. I fucking love how insanely creative those two games are in terms of making you lose progress.

  • @argonaut999
    @argonaut999 Před 8 lety +673

    I had an interesting idea for a death mechanic.
    In an open-world game, the sort with multiple factions squabbling for terrain, you could have the player be brought back to life, but the game's clock is set forwards to represent the player's recovery time. Thus, the punishment for death would be loss of control over the game world, if momentarily.

    • @Shloomperton
      @Shloomperton Před 5 lety +114

      So shadow of war?

    • @bip901
      @bip901 Před 5 lety +6

      Interesting!

    • @goblinreport5030
      @goblinreport5030 Před 5 lety +71

      Pretty much Shadow of Mordor/War

    • @DarrenChang5
      @DarrenChang5 Před 5 lety +96

      That sounds like League of Legends. You are forced to watch all the terrible things enemies do to your allies and Nexus.

    • @MrFundungus
      @MrFundungus Před 5 lety +59

      The Mount & Blade games kinda worked like this. If you were defeated, the party that killed you would take you prisoner and the world would continue as normal until you escaped.
      So the political and military machinations of the world would not simply cease with your defeat. You were just removed from them for a couple in game days.

  • @whailman
    @whailman Před 9 lety +787

    Absolutely adore this series.

  • @Thagomizer
    @Thagomizer Před 8 lety +350

    I'm sure I'm not the first to mention Planescape: Torment, but it deserves mention here. This is a game in which you play as an immortal amnesiac who always gets up after he's been killed (the game begins with you waking up in a mortuary), and can't remember why. It soon becomes clear that you can't die permanently (though it's still possible to lose in some areas). Solving some puzzles actually requires you to die in order to progress. The game's entire story revolves around an investigation as to who you really are, and why you're immortal. Your ultimate goal is to regain your mortality and die for good.

    • @GMTK
      @GMTK  Před 8 lety +97

      Yeah, this is definitely one I need to play. It's on the pile of shame!

    • @lubu2960
      @lubu2960 Před 8 lety +4

      +Thagomizer Give me the link T.T

    • @aaronking2020
      @aaronking2020 Před 3 lety +4

      Planescape: Torment is the only game where you can play as a suicidal amnesiac who just can't figure out why dying is so hard!

    • @jlbjlb
      @jlbjlb Před 2 lety

      @@GMTK what about flowey fight in undertale after you die he remind you of your death

    • @vedaryan334
      @vedaryan334 Před rokem

      Funny I never knew about the game and had a similar setting idea for a game , where you are not immortal per say , but you're stuck in limbo where dying just makes you be born again and your goal is to leave this cycle

  • @Rycluse
    @Rycluse Před 9 lety +685

    I think the best thing about the system in Dark Souls is that it's a part of the story. Your character is undead, and what's characteristic of a motivated undead in this universe is that every death is an opportunity to learn.
    The story informs the mechanics and the mechanics tell the story. You aren't just told about the undead curse, you experience it.

    • @CurtisJensenGames
      @CurtisJensenGames Před 6 lety +10

      Hidataka Miasaki really wanted to tell a believable story like Ico, so I could see this unrealistic respawning being a bother to him.

    • @moonkxssxd
      @moonkxssxd Před 5 lety +9

      What makes it unrealistic in the context of the lore? I think it fits in perfectly

    • @Ziggerath
      @Ziggerath Před 4 lety +6

      this one paragraph was honestly better at explaining the subject than the whole video.. this guy only talked about bloodborn/souls for like 1 min then just listed other death mechanics in other games the entire time. edit - he took bloodborn out of the title now

    • @lordanonimmo7699
      @lordanonimmo7699 Před 4 lety +2

      @@D00000T wich is a good thing that sekiro bosses now aknowledges this,some bosses will comment how many times they killed you,it's not much but added a charm to it.

  • @ooccttoo
    @ooccttoo Před 8 lety +2066

    One thing you forgot to mention about Bloodborne that's actually different from Dark Souls is that sometimes an enemy will consume your blood echoes, meaning you have to kill that enemy to get them back. This is great because you then have to overcome the challenge that you failed before by getting revenge on what killed you, which removes the awkwardness in Dark Souls where you'd zip into the room you died it, avoid the enemies, grab your souls and run away, only to simply use the souls to get stronger and artificially make the challenge easier. In Bloodborne, you're stuck until you can get good enough to surmount the challenge you failed at, meaning the experience is given far more impact to the player.

    • @ooccttoo
      @ooccttoo Před 8 lety +338

      calo9000 Yes.

    • @TheAvizanski
      @TheAvizanski Před 7 lety +28

      ExistentialOcto he didn't even talk about bloodborne, the saddest form of clickbait

    • @CrashfHackergames
      @CrashfHackergames Před 7 lety +62

      That's actually not how it really works, the blood echoes stay on the ground and an random enemy can take it. When I face an hard enemy that is probably going to kill me, I always try to lure him somewhere empty or somewhere with weaker enemies, since it's going to be easier to take my blood back if I die. It's the exact same strategy I use on Dark Souls, so I can't really see a difference.
      But, what I like about this system is that it gives the impression that everything is happening in real time, the enemies don't depend on you to start moving or doing whatever (at least not aways), and that makes me love the system. I wish From Software would use it more.

    • @cjlaity1
      @cjlaity1 Před 6 lety +13

      I remember way back when, some 25 years ago or so, playing the original Wizardry, and making it ALL the way to the final room to take on the big boss vampire only to have me and my entire team killed. And there was no doing over at that time. You couldn't even save a game at that time. You were DEAD, meaning your entire 40 hours of gameplay or whatever it was was gone, poof. You're dead, man, lol, dead.

    • @gilgamesh7055
      @gilgamesh7055 Před 6 lety +11

      +Andrei
      Thats the beauty of it. you described it as "dying a little on the inside". what do you think your character feels after gradually losing will and hope? they give up and hollow. when you give up and uninstall the game, your character finally loses it. i think its genious how Hidetaka Miyasaki handles death, respawning, and multiplayer by making it a part of the story and world. and not in a simple way like your companion reviving you in bioshock, but in a way thats clear was put alot of effort, thought and love from the devs to make.

  • @smol_hornet613
    @smol_hornet613 Před 4 lety +121

    "Playing Bloodborne this weekend has got me thinking about death"
    Oh, I can relate.

  • @Prince_Seven
    @Prince_Seven Před 8 lety +834

    I am surprised not to see borderlands "kill to revive" mechanic...
    The game also never tells you "game over".
    The resurection is justified by the lore and you never feel like you are done with a fight.

    • @PaladinfffLeeroy
      @PaladinfffLeeroy Před 7 lety +36

      Well, that explains why non of the other important characters just come back to life xD Had been wondering about that part.

    • @finnhackett
      @finnhackett Před 7 lety

      Dhdhsj

    • @imaginaryboy2000
      @imaginaryboy2000 Před 7 lety +4

      Shailen Veerappen But the fast travel stations are...

    • @BlackMammoth25
      @BlackMammoth25 Před 6 lety +3

      How is a game mechanic not canon in the game you're playing? That doesn't make any sense!

    • @VoltiGamingVG1Gaming
      @VoltiGamingVG1Gaming Před 6 lety

      Ganonbros ikr

  • @Larry
    @Larry Před 9 lety +783

    More aesthetic, but I like Cannon Fodder's imagery where your soldiers are promoted, but if they die, their gravestones begin to fill up your main menu screen.
    Also Fable, where if you die, you'll come back with a scar, so the more times you die, the more horrific you look by the end of the game.
    But Wandering Spirit on the game boy is quite cool, where you need to possess another enemy as soon as you die.

    • @zenithquasar9623
      @zenithquasar9623 Před 9 lety +19

      ***** I loved that Cannon Fodder system. It was really soul crushing to see the hills filled with graves. While the game lives up to its name and you know what you are getting into, it was really hard not to grieve over really highly ranked soldier dying or seeing the body count. Just brilliant overall.

    • @Larry
      @Larry Před 9 lety +10

      Phoenix Dawn
      We all cried when Stoo died :D

    • @zenithquasar9623
      @zenithquasar9623 Před 9 lety

      Hahaha.

    • @feartheghus
      @feartheghus Před 6 lety +11

      And it's not just aesthetic in Fable 3, where it makes your character less attractive and that actually affects the game and npc's reactions to you.

    • @duffman18
      @duffman18 Před 5 lety +4

      Wandering Spirit is indeed really creative. I wish they'd make a new HD one and release it on steam and consoles. You could take over the body of any enemy when you died, and you get their abilities and weapons, and sometimes you had to think tactically to get past certain sections that only certain enemy bodies could traverse, or try and cross those sections in your ghost form before your ghost form ran out of time and hope there was an enemy to inhabit on the other side. For a game boy game it was really complex. Though I know it's based off an arcade game. But still

  • @karizake
    @karizake Před 7 lety +133

    Soul Reaver had a good mechanic, where dying in the physical world would send you into a warped version of the same area, where you try to regain health and find a portal back.

    • @remisan7214
      @remisan7214 Před 4 lety +3

      Yes! Soul reaver has such a unique death

  • @hardlyworking1351
    @hardlyworking1351 Před 9 lety +35

    Zombie U is a good example of a game that treats death in a unique way, when your character dies you respawn as a different survivor - you can either choose to retrieve your lost items and equipment by returning to the place of your demise and killing your zombiefied self or simply push on with your quests and abandon your equipment

    • @J58LRJ
      @J58LRJ Před 3 lety +1

      Yeah I thought that was a cool idea. Absolutely gutting though when you find your old character with all your gear then you die from another zombie :(

  • @Iangreenk
    @Iangreenk Před 9 lety +222

    i like the "second wind" option in borderlands , sometimes you die in unfaire situations and the oportunity to get up if you kill anyone give me an intense moment

    • @joegeoghan
      @joegeoghan Před 9 lety +22

      They nailed this style of gameplay with Krieg. It's the take-damage-to-do-damage rampage approach.

    • @LeonusStawalker
      @LeonusStawalker Před 9 lety +45

      As much as I like the mechanic in theory, the way it was handled was fairly poor, since you HAVE to kill an enemy to get back up. If you kill the last enemy in an area before you die, or the remaining enemies all duck behind cover when you die, then it's super frustrating to not be able to save yourself.

    • @captainparadoxius
      @captainparadoxius Před 9 lety +22

      That is true, but if nothing else it discourages fighting too much from cover, which could slow down what is meant to be a pretty fast-paced game. Hitting enemies hard from up-close makes second winds super easy. Conversely, second wind takes away one of the usual problems with sniping in an FPS, since you can survive someone stabbing you from behind by shooting them point blank with your rifle.

    • @lancelindlelee7256
      @lancelindlelee7256 Před 7 lety +2

      That's very similar to the last stand he mentioned in Shadow of Mordor.

    • @DisKorruptd
      @DisKorruptd Před 5 lety +6

      @@lancelindlelee7256 no, Shadow of Mordor is "hey, survive this QTE and you get a second chance" and then there isnt another second chance, Second Wind of Borderlands is "Kill anything and get back up" and it happens infinite times as long as you can get a kill

  • @Marc142000
    @Marc142000 Před 4 lety +33

    In Hellblade: Senua's Sacrifice, every time Senua looses a battle in her mind, she is closer to be consumed by the darkness, you have to fail so many times until this happens, but if you do it, all the progress is lost. And I love that conept

    • @GaussiArson
      @GaussiArson Před 4 lety +9

      It's a good concept but its fake. It's all mind games.

    • @masterboa6321
      @masterboa6321 Před 3 lety +1

      @@GaussiArson just like the game itself

  • @alexandersilver6373
    @alexandersilver6373 Před 7 lety +38

    Recent game Crawl is a great example of 4 player couch co-op for pc. Each player takes control of either one hero or three different ghosts that control the monsters and traps in a dungeon. Who ever gets the final hit on the hero, switches with them.

  • @zelda64rules
    @zelda64rules Před 7 lety +43

    "Oh, dear. You are dead!" -RuneScape, 2001

    • @HaloFTW55
      @HaloFTW55 Před 7 lety +4

      Then respawn in Lumby.

    • @SharkByteOfficial
      @SharkByteOfficial Před 5 lety +3

      * *running across world to reach gravestone before it crumbles intensifies* *

    • @Soumein
      @Soumein Před 5 lety +2

      Father, I keep dying!
      Oh, that's horrible! Well, at least you keep coming back to life!

    • @bigmacdoubleyouv
      @bigmacdoubleyouv Před 3 lety +1

      Ultima online. 1997. OooOOoooOoOOooOooOo. They actually had a skill called spirit speak, which was useless for the most part, where you could communicate with dead players.

  • @vanderengland5775
    @vanderengland5775 Před 5 lety +97

    I’ve been bouncing an idea around in my head for a while. You play as a blob amoeba, recently the subject of an evolution experiment gone wrong that allows you to copy yourself right before death, but changing dna to reconcile what you did wrong, leaving you with a progressive death and level mechanic. If you just missed a jump on generation 1, then generation 2’s jump stat has increased, although another stat decreases, like speed or something, meaning the challenges that you take on literally decide what challenges you can take on in the future. It could also lead to an interesting death count mechanic, where at certain points you remember your dead ancestors, even making it possible to beat the game on gen 1. Provided, you can’t do side quests or such, but you can still win.

    • @3vercent
      @3vercent Před 4 lety +5

      Sounds fun. I would play it.

    • @jeromealday614
      @jeromealday614 Před 4 lety +2

      Can I steal this idea? Sounds fun to program 😚

    • @gameformation2100
      @gameformation2100 Před 3 lety

      Thanks for sharing this wonderful idea

    • @ceral1871
      @ceral1871 Před 3 lety

      I like this

    • @aaronking2020
      @aaronking2020 Před 3 lety +1

      Seems like it would make a nice MetroidVania or Open World game, wouldn't work for a linear game i don't think.

  • @ahbeef
    @ahbeef Před 9 lety +26

    I really appreciate games that include player death in the narrative because it gives the player a personal goal and a reason to become good at the game instead of just playing through it, shrugging off each death as just minor setback.

  • @kid14346
    @kid14346 Před 9 lety +47

    Shovel Knight does the whole Dark Souls get your loot back before dying again and Fire Emblem also does the perma death of characters you care about like XCOM.

    • @Dinoman972
      @Dinoman972 Před 4 lety +2

      Hollow Knight and Minecraft kinda do the Dark Souls thing as well, but in different ways.
      In Minecraft, you lose all your inventory items on death and while they don't dissappear on a second death, you have like five minutes to get to wherever you died in order to retrieve them or they despawn and you lose them. Also, some mobs will be able to pick them up and use them, and dying near lava, an explosion or a cactus can just destroy some of them inmediately. I think this makes death very punishing, especially in the endgame and/or during exploration, but there's always mods and the keepInventory gamerule for those who don't like it, so it's not completely forced on the player.
      In Hollow Knight, dying makes you lose all of your Geo, the currency of the game, which is stored in your remaining Shade; and it will also cause the Fragile charms to break if you had them equipped, requiring you to go visit Leg Eater and pay for him to repair them. The shade doesn't despawn naturally, so there's no potentially unfair time limit: however, just like Shovel Knight, if you die again on the way to it, it dissappears with all your Geo and a new one appears. But to top it off, your own Shade will be hostile and attack you, making the act of recovering your Geo less of a chore and more of a challenge (until you obtain the Void Heart, which makes them passive). And it even acquires new abilities as you earn them throughout the game, making it harder to fight as you progress. You can also choose between trying to go to wherever you died to retrieve it or, after unlocking her hut, return to Dirtmouth and ask Confessor Jiji to summon it for you, making it less frustrating to lose your Shade in a risky place, such as a difficult platforming section or an enemy arena. This requires you to posess Rancid Eggs to give her in exchange, however, and you still have to take a trip to the nearest Stag Station (or to Dirtmouth itself, if you're close enough) without dying in order to get there, should you not respawn in one already. Or you can just leave as much Geo as you want in Millibelle's bank before going somewhere dangerous and return later to get them so that you don't have as much to lose in death (be prepared for a little potential surprise when you come back, though. Not gonna spoil exactly what happens, but don't worry, it's not precisely a bad thing). As for the fragile charms breaking, you can go to Divine and feed her the fragile charms, which she will later give back in their unbreakable forms; getting her to return the charms, however, is VERY expensive, so you better start grinding Geo for them.

  • @CALKULTIK
    @CALKULTIK Před 4 lety +6

    one of my favorite ways that a game deals with death is katana zero. when you’re playing, you’re not actually seeing exactly what happens until you win. up until then, your character is using their precognitive abilities to predict how to complete the room, and until you find the right way, you’re just seeing what could go wrong before it does, but it’s all in your head.
    good shit.

  • @gufu21
    @gufu21 Před 8 lety +16

    I remember feeling that death in Star Wars: Republic Commando was interesting for its time. You didn't die outright, but you could be revived as long as one of your squadmates survived, and you had some choice in how that happened. Would calling for an immediate revive cause your squadmates to die by taking them out of cover? Or would your squadmates lose their fight unless you could get back up to do something crucial that they wouldn't be able to on their own? There were times when one option seemed better than another.

  • @matman000000
    @matman000000 Před 9 lety +160

    I'd really like to see horror games tackle death in a different way. Death is the least scary moment in a horror game, because it's the part where you know you don't have to be afraid of being found or hurt. And if you die too often, the game stops being scary and starts being irritating. But on the other hand, you need a failure state, otherwise there's nothing to fear.
    One way of doing it might be by giving you control over more characters, each of whom could be permanently killed, in which case you'd continue the game as the others. That way, you'd try to be more careful with your favorite character and you could shape the story in different ways. Do you you play as a coward, or do you let your protagonist sacrifice himself to save the others?

    • @spyrosource3
      @spyrosource3 Před 4 lety +17

      In hellblade the game tells you from the start that if you die too many times, your save file will be automatically deleted. That's one way to keep the anxiety going

    • @wingedmirage4226
      @wingedmirage4226 Před 4 lety +11

      spyrosource3 Yeah, but it doesn’t ACTUALLY do that. Once you know that, it’s not scary.
      I feel like horror game death could be more interesting if:
      1. You get turned into a ghost, and have to get through a hellscape to revive or haunt/guide the next life in some way.
      2. Dying slowly turns you into a monster - you see the changes, changes in control or dialogue etc, and after a certain amount of deaths you’re a total monster and lose the game. Basically kinda like Hellblade only it follows through with its threat. I only see that working for a short game though.
      3 - The death completely changes the story for the rest of the game. It could be like Heavy Rain where the permadeath of one character changes things for the remaining characters, or it could make you turn completely into a monster/evil and flip the game and story on its head.

    • @chaoticsilver8442
      @chaoticsilver8442 Před 4 lety +6

      I believe Until Dawn is a game that does this.

    • @GlitzPixie
      @GlitzPixie Před 4 lety +7

      @@wingedmirage4226 why did you spoil it man

    • @alzef1375
      @alzef1375 Před 4 lety +2

      Or the game forces you to play as the monster to possess your former body. Kind of works with a game like Bloodborne where it's stablished basically anyone can be a beast.

  • @SJNaka101
    @SJNaka101 Před 5 lety +199

    Ancestors are your predecessors, descendents are those that come after you :P

    • @anuvette
      @anuvette Před 4 lety +17

      @@TheRogueEight you're so fucking obnoxious

    • @l.pietrobon3925
      @l.pietrobon3925 Před 4 lety +13

      @@TheRogueEight If you're gonna nitpick so hard then capitalize your comment appropriately.

    • @floatingchimney
      @floatingchimney Před 4 lety +12

      @@TheRogueEight Says the one who can't even learn to write a proper sentence.
      When you're referring to someone's word inside a sentence you must put quotations around it to contextualize its meaning to the reader.
      The correct way should be: Says the one who can’t even spell "descendants" correctly.
      P.S. You also didn't capitalize your sentence, dipshit.

    • @birduwu
      @birduwu Před 3 lety

      @@anuvette Jesus Christ what did he say????

    • @grosonn3677
      @grosonn3677 Před 3 lety

      Maybe not in that game :P

  • @Retroblique
    @Retroblique Před 9 lety +40

    A possible companion piece to this video would be to examine game save/load systems and whether or not they should exist outside gameplay mechanics or be an integral part of them.
    Playing Alien: Isolation again this weekend reminded me just how crucial its checkpoint system is to maintaining the game's tense atmosphere, yet at the same time many players were also disappointed there was no quicksave (which I can understand would be useful if you suddenly need to stop playing and go somewhere, but at the same time it would have effectively killed off much of the game's tension). Now that the PS4 allows us to suspend any game and continue later, I wonder how that will feed back into design choices when it comes to implementing save systems.

    • @MajkaSrajka
      @MajkaSrajka Před 6 lety

      I wonder if you could mix save system with the good old "health drops when you are low on health", and having game (somehow) know when you want to stop playing it and spawning save point accordingly.

    • @chess123mate
      @chess123mate Před 6 lety +6

      Nothing stopping a game from having an autosave-on-exit where the save can only be loaded once (which is exactly what that PS4 feature sounds like it's doing). This shouldn't impact the game design at all because you can't reload the save multiple times - the consequences for death remain the same.

  • @aFewBitsShort
    @aFewBitsShort Před 8 lety +47

    Have you ever played Cannon Fodder? It's the first game I can remember where you would level up and grow attached to your soldiers only to have them die and be forever represented by a headstone on a hill (that all the raw recruits had to then march past).

    • @GMTK
      @GMTK  Před 8 lety +18

      I have! I think the developers got in trouble with The British Legion for using the poppy or something...

    • @aFewBitsShort
      @aFewBitsShort Před 8 lety +2

      +Game Maker's Toolkit Yeah that's right. Amiga Power wanted to use it on their cover but changed at the last minute to a camo image after the drama (I think it was the same as the box art but all my Amiga games were pirated in lil ole NZ so I'm not really sure).

    • @gingercore69
      @gingercore69 Před 6 lety +1

      Nomad soul had an interesting system too... Not as fancy as tombstones for you soldiers but you could literally have a sex change if you died... Or a race change... Or any other unexpected body change...

  • @xDchannel12345
    @xDchannel12345 Před 9 lety +95

    Now that you have made a video on Bloodborne, I have an idea for a video. What if you talk about maps inside videogames? For example, Far Cry 2's map and how it fits with the game itself. Or how in Bloodborne and the Souls games there is no map at all, and the player must make its own on his/her mind. It would be interesting.

    • @GMTK
      @GMTK  Před 9 lety +69

      Yeah, I definitely want to do some stuff on maps. There's lots of interesting avenues on video game cartography from way finding to treasure maps. Watch this space!

    • @JoshForeman
      @JoshForeman Před 8 lety +3

      +Mark Brown There's a fantastic analysis of the original Thief vs. new Theif floating around out there. A bit too fawning over the original, but he makes some great points about game maps.

    • @Gledster
      @Gledster Před 8 lety +1

      +lleon79 I miss Doom's map. It was useful but un-cluttered; showed where you'd been and where you hadn't; could be expanded in-level with an item and even allowed you to find some secrets through clever analysis. Worked for me. Obviously it wouldn't work for today's more complexly designed levels but the principle could still work surely?

  • @tapnerd1512
    @tapnerd1512 Před 7 lety +15

    Thank you for mentioning ZombiU - that game was really inventive and underrated because it was assumed to be 100% gimmick.

  • @otaku-chan4888
    @otaku-chan4888 Před 4 lety +16

    Hollow Knight has a interesting death mechanic, where retrieving your shade is similar to the method seen in dark souls, but the way your shade interacts with you changes depending on the story path you've taken. The shade summoning mechanic was also very unique.

  • @thezdude8512
    @thezdude8512 Před 7 lety +11

    In A Wizard's Lizard, almost every enemy you kill becomes a ghost, and when you die, you get another chance, but you have to fight both the ghosts (which are harder to kill) and the regular enemies. It's an interesting concept.

  • @paulcasanova1909
    @paulcasanova1909 Před 7 lety +113

    Player death should be treated in a similar manner with the game's save system. It has to reflect the tone of the game and what the developer envisioned. Such as most Nintendo games usually have 1-3 save slots despite being able to have multiple saves because the machine is more powerful. Or how the Souls series saves the game after almost every action you take, making things become permenant.
    In Call of Duty, while bland to have them respawn after 5 seconds, it is actually appropriate to have that system in place. Because it is an action game, it places you back into the action after you "failed", not punishing you for recklessly getting into the action. It also reflects the multiplayer ever so slightly with there being a timeout period before respawning.
    While games like Fire Emblem treat a death with permenance as if they were a real person. Making each battle even more tense for those who did not level up enough. Forcing you to not only play offensively, but also defensively and to put those units at maximum risk so that they level up to not be dead weight for later.
    And Dark Souls has a brilliant death system that not all games are capable of pulling off. Death is a reflection of not only the game but also of the player. You become more and more hollow (hollow is the state of insanity where you attack anything because you've lost the will to live) with each passing death. If you still have a reason to fight, you do not become hollow and "lose the game". This reflects the player, if they continuously die, their reason to stop playing grows and eventually snowballs into a ragequit. Making them lose the game because they gave up on the game before they finished it, connecting them to their character even if they didn't know it.

  • @jamesmason3734
    @jamesmason3734 Před 8 lety +10

    Something I like in dragon age is if your characters fall in battle they'll get up after the battle but they will have an injury which is a debuff that can only be removed with an injury kit item (even if they injuries didn't always make sense like having a broken arm will decreased magic but not dexterity or strength?)

  • @pizzacari
    @pizzacari Před 8 lety +42

    (sorry for bad english)
    I don't know if it counts but in MGS 3 there are two special items that you can use at any part of the game : the "fake death pill" and the "revival pill". You can use it to simulate your death if you're surrounded by ennemies and then revive when they return to their main positions, or it can be used as a "Restart the mission" button.
    However there is a boss fight where you actually have to die to defeat the boss callef "The sorrow", he is a ghost so he cannot be killed, and the only way to defeat it is to wait for him to defeat you, and then wake up by using the Revival Pill, and continue the game.

    • @heitornunes6225
      @heitornunes6225 Před 4 lety +2

      These two items can be used to defeat The Fear. If you fake your death, he will get close to you and turn back. Then, you just got use teh revival pill and thrown a flash grenade, ending him with some automatic gun. Even if the weapon is deadly, his stamina decrease, not his health.

    • @pizzacari
      @pizzacari Před 4 lety

      @@heitornunes6225 Yeah i discovered this one after posting the comment hahah

  • @TheBritishBlogger
    @TheBritishBlogger Před 8 lety +8

    I was really surprised you didn't include Braid. However this video was still fantastic.

    • @rukeyburg1084
      @rukeyburg1084 Před 8 lety +2

      And you also have the game Wario land 2 (advance I think) where you can't die. The enemies can't kill you, they are a solution to make progress ;)

    • @thesnowboundcabin
      @thesnowboundcabin Před 5 lety +1

      Doesn't Braid work the same as Prince of Persia did, where you just reverse time until you're safe when you die? I haven't actually played Prince of Persia so I don't know.

  • @alicealysia
    @alicealysia Před 6 lety +6

    some of my favourite mods for Bethesda's open world titles are the ones that replace your death mechanics.
    fallout: new vegas has a mod which has your unconscious body get found by a member of the nearest friendly faction, you end up waking up battered and bruised, with some of your equipment (and all of your money) stolen, but the thing that makes this interesting, is the way it impacts your decision making, and save habbits.
    often in Bethesda games, you save and reload to solve every problem. however this mod suggests that you instead use the autosave system, as the only way you can lose progress is through a game crash (which the unofficial patch fixes)
    this means that your decisions are perminant.

  • @tankermottind
    @tankermottind Před 8 lety +23

    The corpse-running thing from Dark Souls also happened in Descent (which might be where corpse-running came from, as 1994 was years before MMOs). In Descent, the level does not reset when you die, any robots that are dead stay dead, and any that have left their initial positions remain where they had moved to when you died. Your collected weapons and powerups are scattered by the explosion around the area where you died, and you return to the starting area with your level 1 laser, down one life. You have to make your way back to where you last died (and possibly face down some dangerous robots!) to get your stuff back. Lives become a resource to be conserved or expended instead of just an archaism borrowed from arcade games. The game's hostage mechanic where you're given a score bonus for rescuing hostages, and all your hostages die if your ship is destroyed, rewards you for completing a level in a single life. The game also rewards you at the very end with a bonus for how many lives you have, so you're rewarded again for minimizing deaths after beating the final boss. Dying and respawning become part of the mechanics rather than just a failure state, and this was more than 20 years ago.

  • @LB_
    @LB_ Před 7 lety +8

    In Duskers, death is handled in a very interesting way. Sometimes your drones are merely disabled, meaning you can potentially rescue them by towing them to safety and then spending scrap to repair them between missions. However, there's a risk of the drone being destroyed when it dies, meaning all you can do is salvage the modules from ti and leave it behind. It might also be trapped in an inaccessible room, or it could get sucked out into the vacuum of space. You have to find new replacement disabled drones and repair them to use them in missions, or you'll be unable to proceed. It's a very interesting twist on death, and makes your risks all the more real.

    • @thesnowboundcabin
      @thesnowboundcabin Před 5 lety +1

      Holy shit, someone who actually played Duskers. I can't believe it.

  • @ew275x
    @ew275x Před 9 lety +5

    I like Non-standard game overs like killing Ocelot in Metal Gear Solid 3. That and The Sorrow's battle again in MGS3 or your first encounter with Seath in Dark Souls where you have to die to proceed with the game.
    There's also Wario Land II, where you can't die but getting hit makes you lose coins and bosses make you restart the battle by blowing youaway from the arena.
    Final Fantasy Tactics had permadeath but they yielded a Crystal that could be used to buff your still alive units.
    Ghost Trick also made you play some mock death scenarios to gain knowledge necessary to really prevent the death.
    I still like games with the normal death system, not sure why you lambasted it. Not all games need to have quirky death mechanics.

    • @thesnowboundcabin
      @thesnowboundcabin Před 5 lety

      Kirby's Epic Yarn works similarly to how you describe Wario Land II - you lose sequins when you get hit, and you get medals for how many you have at the end. It's actually decently challenging to get through if you want to get the gold medal on some of the bosses.

  • @peterstangl8295
    @peterstangl8295 Před 3 lety +2

    I always wanted to see a Doctor Who based game, where you play as a timelord, and whenever you die, you regenerate, keeping maybe a handfull of core charactertraits, but changing everything else, including appearance.

  • @CptnXplosion
    @CptnXplosion Před 4 lety +2

    There's a game called outward. It's an rpg where you're a random dude adventuring. When you run out of health you get a defeat scenario. These can be anything from getting saved by a traveller to trapped by bandits. You don't die. It's cool

  • @zenithquasar9623
    @zenithquasar9623 Před 9 lety +8

    I also would like exploring other failure scenarios that don't result in death but rather change up the dynamic somehow. A bit like Elder Scrolls prison system. It would be great if we had more, creative ways where rather than death, we had other scenarios playing out that could also change the way the scenario will play out. Like, you could fighting a mob of orcs, when they defeat you, they don't want to kill you but they drag you to their camp as a prisoner. So, game's dynamics shift in a linear scripted way but would add variety to a mission/quest where different consequences exist besides death. It is harder to than the binary alive/dead state but I think it would be great if the games were moving forward exploring these kinds of ideas more in depth.

  • @Nixitur
    @Nixitur Před 9 lety +9

    Huh, Sometimes You Die looks interesting.
    Especially since it's pretty much the _exact_ same premise that Jesse Venbrux explored in his short game "Deaths", except in that game, instead of just taking _your_ former corpses, for every level, it loads the 50 last corpses from _all players worldwide_.
    Not only do those corpses give you hints as to where traps lie, but they also serve as platforms to get further.
    It's not actually a very good game, but certainly an interesting way to design death in games.

  • @tamary.leitmotiv
    @tamary.leitmotiv Před 3 lety +1

    I love katana ZERO's death system
    Our character is using a drug that makes him anticipating ennemies. When you play, it is actually your character thinking of what he could do to eliminate everyone in the room. When You manage to clear the room with a lot of failed tries that you will ignore at some point since it's a quick die and retry, ou character thinks "yes, that should work" and then go into the room, kimling the ennemies the exact same way we did "in his mind".
    The thing is, that those deaths, where our character says "no, that won't work" they are actually related to the story. Since ou character, thinks of the fight before doing it, something unexpected can happen right after managing to clean a room since our character didn't anticipated that.
    Finally, when our character encounters a person that has the same drug as him, the person must say stuff like "you killed me many times, but it was only in my mind, that's okay."
    The drug in the story is really important and the fact that you can die a thousand times in one run, while it counts on the story makes, in my opinion, this game special.

  • @liraco_mx
    @liraco_mx Před 9 lety +8

    I wonder if you've come across Shovel Knight's money punishment. It's funny that even at max money with nothing left to buy, I'm EXTREMELY paranoid of dying and the possibility of losing a ton of money (especially since it scales, the more you have). And sometimes your greed for getting it back results in even more money lost. Quite clever I'd say. Breaking checkpoints for money is also interesting.

  • @invenblocker
    @invenblocker Před 8 lety +28

    Like how when you die in Undertale, the Temmie Armor becomes cheaper. You can talk to Asgore, and if you died in an earlier attempt at the boss battle, you can tell him that he has killed you once before.
    Then there's Sans, who is initially able to tell from the look on your face just how many times he has killed you.
    And Omega Flowey, who will crash the game if you lose the battle, and not allow you to start a new game before you defeat him.

    • @MajkaSrajka
      @MajkaSrajka Před 6 lety +4

      It is worth adding that all in-game portrayals of protagonist are something like 20x20 pixels or so, which adds another meaning to "Sans is able to tell from the look on *your* face how many times he has killed you" (as the fight was the toughest one in the game and was often met with emotional responses).

    • @MrCmon113
      @MrCmon113 Před 4 lety +2

      Crash the game?
      The game freezes itself and you have to kill it with the task manager?

  • @TheMikeMassengale
    @TheMikeMassengale Před 9 lety

    This series is amazing, great job, hope to see more soon!

  • @matthewvose
    @matthewvose Před 9 lety +1

    There was a Star Trek game called 'Borg' where to beat one of the puzzles you had to be assimilated, watch your character (as a Borg) type in the passcode on something, then it reset so you knew how to get through. I always liked that.

  • @ArceusDX
    @ArceusDX Před 9 lety +49

    No mention of Fire Emblem alongside Alien and XCom? It did the same thing by carrying on after a unit died and had you develop emotional attachments with them, but way earlier.

    • @60fpspeasant84
      @60fpspeasant84 Před 9 lety +11

      ArceusDX NIntendo is doing that stupid Creator Program. It's best not to mention nintendo's games if you're not planning to submit your video to their sh**ty program.
      Also , Fire Emblem franchise isn't even on the whitelist of the program so you Will Lose your video.

  • @TheSamramsay
    @TheSamramsay Před 9 lety +5

    In planescape torment you're immortal so its worked into the narrative

  • @TheHeroofCourage
    @TheHeroofCourage Před 9 lety

    This is amazing. Thanks for your time and effort in making these amazing videos!

  • @TheEnderFriends00
    @TheEnderFriends00 Před 9 lety

    This series has been fantastic since it started! Please keep up the amazing work!

  • @henry5636
    @henry5636 Před 5 lety +22

    It sounds odd but Minecraft deaths always feel meaningful because there are real steaks to it and you know that not getting back in time will make you permanently damage your progress.

    • @julianemery718
      @julianemery718 Před 4 lety +4

      I guess that depends how far along in a given world you are, in my opinion the penalty for death starts high at the beginning, but as you get more and more it scales down due to you having more resources.
      But it is still annoying when you die with stuff on you, more so when it's in lava.

    • @luisjogos821
      @luisjogos821 Před 3 lety

      @@julianemery718 agree.
      Not much of a issue nowadays,due to Fire Protection on armor and Fire Resistance potions,but back in Alpha and Beta, falling in lava with important stuff was almost game over.

    • @dynamicworlds1
      @dynamicworlds1 Před 2 lety

      In the Minecraft mod "Better than Wolves" (which is still stuck in v1.5.2, admittedly) progression up the mod's tech tree from stone age to even a full set of iron tools + renewable food is a slow process. The mod creator implemented an interesting death penalty. You respawn in a pretty large random radius around the spawn point (which can't be changed with beds) and since the coordinates are disabled in the f3 menu, that means you need to progress a ways before you can find your old base again.
      Even if you installed an add-on to preserve your items before death, that still means you're knocked back to the stone age, but as you play, this also means you're peppering your own world with little bases here and there that you can stumble upon, or if you're lucky, spawn near.
      Your old base isn't lost forever like in vanilla hardcore mode, but it may be a while before you see it again.
      Not for everyone, but a really interesting take for sure.

    • @Mr.Beandip-ve9iz
      @Mr.Beandip-ve9iz Před 12 dny

      It also makes you plan ahead. Getting extra gear and crafting a recovery compass (or regularly looking at coordinates) before you die can save you many precious diamonds.

  • @DoubleATam
    @DoubleATam Před 9 lety +3

    Even in a game where challenges are self-contained and you do end up using "die = reset", something subtle like letting your character hang on with 1HP when taking a lethal blow does help give death impact.

    • @DoubleATam
      @DoubleATam Před 8 lety

      Oh, don't forget anything that gives you more chances when you're weaker. Maybe that seems patronizing to you, but even old-school Mario does it by shrinking your hitbox. The more you can take advantage of the danger you're in, the less you want to die (just so long as the designer can avoid leading the player to self-inflicting this).

  • @presuminged6172
    @presuminged6172 Před 3 lety +1

    Loving your videos I've been watching so many of them recently and I think you're one the best channels out there for gaming content.

  • @kendallcoombs9551
    @kendallcoombs9551 Před 9 lety

    great to see more in here. Keep it up

  • @andrew_cunningham
    @andrew_cunningham Před 8 lety +11

    Need I say anything more than "Stay Determined"?

    • @gufu21
      @gufu21 Před 8 lety +4

      For the most part, death in Undertale was much like the classic death that Mark used Sonic and Mario to exmplify: black screen then start from the last save point. How Undertale gave it a twist, however, was the way that your deaths, saves, and loads were worked into the narrative. Your soul's determination gave you the power to keep going, and your saving and loading represented an ability to manipulate space and time. Like most things in Undertale, it was classic gaming trope with an unexpected twist.

    • @andrew_cunningham
      @andrew_cunningham Před 8 lety

      Greg Scoggin As I though, I needed say no more.

    • @Swifty487
      @Swifty487 Před 7 lety +2

      Yeah, like when some characters count the amount of times you die and taunt you for it, or the protagonist informing a character that they've killed them a number of times. Toby Fox did pretty well with that twist.

    • @sninctbur3726
      @sninctbur3726 Před 6 lety +1

      I love how Undertale explains why you can load your last save file after dying from a lore standpoint, which many games don't do. Variety is especially the spice of life in the world of gaming.

  • @RyuFalchionX
    @RyuFalchionX Před 9 lety +238

    No Fire Emblem mention?

    • @GMTK
      @GMTK  Před 9 lety +119

      Another good one - similar to XCOM (though, FE got there first of course!) Consciously trying to avoid going on too much about Nintendo though ;)

    • @RyuFalchionX
      @RyuFalchionX Před 9 lety +10

      Mark Brown Ah, understandable.

    • @krypton7900
      @krypton7900 Před 6 lety +7

      that's why I only play on casual, because it's annoying how a lot of my units jsut keep dying over and over and over, *cough*ricken*cough*

    • @Thierce
      @Thierce Před 6 lety +8

      The problem with FE's death system is that either you play classic and reset a chapter every time one of your units die, or you play casual which heavily undermines the strategy aspect of the game.

    • @reyaflygunn9243
      @reyaflygunn9243 Před 5 lety +12

      +Butternut, that is false. For some people, classic is a puzzle where the goal is to get past each chapter with all units, and that is quite enjoyable even when resetting; and others aren't interested in permadeath so they remove that mechanic, which is also okay. However you have ignored the many different ways people play Fire Emblem.
      Some people play casual, and bench certain fighters temporarily after certain criteria, such as:
      If they died last chapter: do not use this chapter
      If they died thrice: never use again
      etc.
      Some people play classic in ways different than you described:
      If a unit dies, no resetting to save them
      If a lord unit dies, sacrifice someone else in their stead
      Only use x number of units total
      Only field x number of units at a time
      Randomize which units are fielded
      TL/DR: The point of Fire Emblem is that you can complete a campaign in a completely different way than you or any of your friends has done before. You can accidentally kill off 75% of your cast and still win if you know what you are doing. To say that FE's death mechanic limits players to one of two options is a gross misunderstanding of the central themes of the game and a false dichotomy fallacy.

  • @Sevendogtags
    @Sevendogtags Před 7 lety +1

    These videos are so good! And invaluable to new developers!
    Thank you! :)

  • @Xoplex
    @Xoplex Před 3 lety +2

    Sometimes when you die in undertale some characters remember that you died and it becomes part of the narrative.

  • @daviddpg481
    @daviddpg481 Před 8 lety +23

    I played Bioshock Infinite a long time ago, but if I recall correctly, sometimes Elizabeth revives you, and sometimes you appear in your office and everything is grey, so...
    **SPOILER**
    As stated at the endgame, each time you die and appear in the office, an actual Booker DeWitt has died, and a new one is taken from his universe to bring the girl. So actually it's a penalty. Not in the games mechanics, but a penalty after all.
    ***END SPOILER***

    • @timbmedina
      @timbmedina Před 8 lety +1

      +David DPG Yeah, it's a narrative that is created with each death. meaning that everytime you die, she pulls out a booker that survives from another rift

    • @bongobliss5795
      @bongobliss5795 Před 5 lety +1

      Who puts the spoiler alert *after* telling the spoiling part smh

  • @the_P3DR0
    @the_P3DR0 Před 9 lety +11

    I really like how the new Tomb Raider deals with death. Because the scenes were so brutal and surprisingly realistic, I felt really bad letting Lara die and usualy took more of a careful approach. This really made me care for the character, because even your death was meaningful instead of turning your character into a ragdoll and making you restart.
    It's painful to watch these scenes even though, in the end, it's exactly the same as the old videogame deaths, except with more "flare" to it. It doesn't make death per se more interesting as some games mentioned in the video, but does make for the gameplay to be more imersive in a way that you don't really want to screw up.

    • @cashuflakbreakdancer
      @cashuflakbreakdancer Před 4 lety

      I feel like survival horror does the best with this. Seeing isaac from dead space get ripped to shreds or leon from resident evil 4 get his head chainsaw off was extremely brutal and something you wanted to work especially hard to prevent rather than just seeing them comically flopping like a ragdoll. Especially with a female protagonist. Every death is just nooooooo lol

  • @nMsFreeStyleZ
    @nMsFreeStyleZ Před 4 lety

    Just discovered your videos, love your content! Going through the whole channel right now

  • @harnusa
    @harnusa Před 9 lety +2

    Dude, you're like Every Frame a Painting for video games. Love your vids!

  • @GametimeUKyo
    @GametimeUKyo Před 9 lety +15

    Diablo has a mode where your character gets deleted upon death. That was worth a mention.

    • @fakename105
      @fakename105 Před 9 lety +3

      ***** hardcore mode is basically a roguelike. the levels are randomly generated.

    • @DaiPai1777
      @DaiPai1777 Před 6 lety

      Andrei Despinoiu so...Basically deleted upon death, but just has a shell of a placeholder there for nothing other than saying "you didnt get gud"? It's the same thing the original poster of the comment said, just with an extra part to it, wouldn't call that false. If the character serves no other purpose upon death(can't be revived or used in any way) with literally the only thing to do is get rid of it, the character is pretty much gone upon death.

  • @losalfajoresok
    @losalfajoresok Před 9 lety +3

    This is probably one of the best channels I've ever found next to Extra Credits. Thanks a lot!!!

  • @TheWeaslbee
    @TheWeaslbee Před 3 lety +1

    Another cool Death Mechanic is being implemented in Apsulov - end of Gods
    If you die, you are being warped into a Circular Maze where you'll have to find 2 Orbs and slowly carry them back to the center while being chased by a Monster.
    if you manage to do so, you are being revived where you died.
    Otherwise you'll have to play from your last save

  • @faris_diz
    @faris_diz Před 2 lety

    I love your videos, thank you!

  • @oscarsmith-jones4108
    @oscarsmith-jones4108 Před 7 lety +13

    I like under tales death mechanic : when you die, you actually change time BUT there's other characters that are aware of it(one being a psychopath).

  • @dirgenmeister4018
    @dirgenmeister4018 Před 7 lety +10

    what if there was a game where all the levels were randomly ordered, and dying moved you to a different level, and so on and so forth, but you would restart back at where you died if you randomly get a level youve already died in

  • @jadespider7526
    @jadespider7526 Před 2 lety +1

    Deathloop. Now that's a redefining of how to handle death. In the primary loop, you have 3 lives with a quick reset that doesn't reset the world, except when you don't. Die 3 times in an area, and it resets the whole day and all the work you've done that day (and all the gear you collected).

  • @trevorn2969
    @trevorn2969 Před 9 lety

    Hey Mark, this is one of the best channels I've seen in awhile so far, I love how you manage to mention older games like Sands of Time of Far Cry 2. Keep up the good work!

  • @cavv0667
    @cavv0667 Před 7 lety +40

    A little disheartened that you didn't mention the permadeath of Don't Starve! Love the game and love the tension that builds as you realize you haven't prepared in advance for all instances and you've just been revived at the shrine to realize it's Winter and you have nothing to save you from freezing to death!

    • @kaiserwigglesiii2369
      @kaiserwigglesiii2369 Před 6 lety +3

      cavv0667 That and darkest dungeon, where characters you've groomed and loved get ripped away forever. Rest in peace, Dudley...

    • @onceupontwotimes676
      @onceupontwotimes676 Před 6 lety

      Oh yes!!! And the morgue is really funny as well :D

  • @jacemoran1190
    @jacemoran1190 Před 4 lety +3

    The hollow knight death system has an interesting corpse run mechanic where your corpse becomes docile after a point in the game making it relate well with the lore.

  • @TheTanskeh
    @TheTanskeh Před 9 lety

    this series is great, subbed

  • @hoyhoy852
    @hoyhoy852 Před 2 lety +1

    Zanki Zero: Last Beginning has an interesting twist on it. It's a dungeon crawler that has "achievements" for dying in myriad of ways, and it's basically the only way to get stronger in traditional way, as leveling up doesn't raise your stats, only give you skill points. Dying to poison will make certain character more resistant to poison, dying to specific attack by specific enemy - more resistant to that, dying in unique conditions like being surrounded from all sides will give pretty significant stat boost.

  • @filbsmoatlas1801
    @filbsmoatlas1801 Před 5 lety +3

    playerunknowns battlegrounds. Stop rolling eyes, hear me out: Death in pubg really means it! You loose everything you fought for the last minutes, every bit of loot, every nice weapon you riskly had obtained by fighting 5 other dudes at an airdrop site, everything. Pubg made me fear for my virtual Life more than any other game, because its truly your end there.
    Oh and then there is the Pokemon Nuzlocke Challenge. For strangers to the topic: To make the games more difficult and interesting for experienced players you give yourself a set of rules: let free every pokemon that goes KO (the nearest possible equivalent to dying in the games ^^), catch a limited count of pokemon (you cant decide witch ones, its just the first one you encounter on each area) and, last but not least, give every pokemon you catch a nice fitting nickname. (this was simplified, if anyone is interested just google it for more details)
    Every time a pokemon goes KO, (wich happens often in casual playthroughs) it feels like a bullet. Interesting relationships might forge with pokemons that barely survived risky situations, sometimes you were annoyed to encounter them in the first place because you hoped for something else in that area, and when they give their last fairwell it might really be a huge mental loss. So, its kinda the XCOM and FireEmblem formula, but holy shit is death intense while playing these...

  • @MissiGNO000
    @MissiGNO000 Před 7 lety +74

    Wow you didn't mention Fire Emblem? :/

    • @GMTK
      @GMTK  Před 7 lety +65

      It's pretty much the same as XCOM

    • @thedutchlander572
      @thedutchlander572 Před 7 lety

      I'm surprised too

    • @14ercooper
      @14ercooper Před 7 lety +14

      While the permadeath and relationships to characters are similar; I found the impacts on gameplay to be quite different.

    • @SutonToch
      @SutonToch Před 7 lety +14

      pretty much, but not quite.. because I feel like the characters in fire emblem are more unique and have therefore a greater emotional connection than those in XCOM

    • @RuneKatashima
      @RuneKatashima Před 7 lety +3

      It's mechanically the same. Just narratively more emotionally jarring.

  • @Blandy8521
    @Blandy8521 Před 3 lety

    I'm using this video as a source on why frustration isn't always bad thank you!

  • @CoreyHardt
    @CoreyHardt Před 9 lety

    Just wanted to say I absolutely love this series. As an aspiring game developer, the videos are both entertaining as well as thought-provoking. Love your concise and clear narration and scripts. Great number of examples in each video as well. Honestly the only criticism I have is that I wish they were longer! I'd watch 20 minute videos in this style and love them.

  • @Dylan_Otto
    @Dylan_Otto Před 6 lety +12

    Nier Automata, where deaths may/can be canon, as your memories are synced to the main server (basically the save system) and transferred to a second android body (of the same design) as you set out to retrieve equipment from your previously destroyed body. Payday2, you don't die per se, but instead go into custody after getting downed 3-4 times, and the way to get back into the game is by trading a hostage and having that one guy set free. Borderlands series, where your body is recreated using info of you by New-U machines, and before you actually die, you get a few seconds while downed to score a kill and get an instant revive as revenge or sth idk.

  • @DrMcFly28
    @DrMcFly28 Před 8 lety +131

    I'm amazed how plenty of people are completely awestruck by Shadow of Mordor's "nemesis" concept. Sure, on the surface it appears great, but in reality it has almost zero impact on the actual gameplay. It doesn't really matter which orc is where in the hierarchy, the consequences of your actions boil down to some flavor text, and the supposed variability of enemies ends up being merely cosmetic differences and randomized traits which don't really matter since all it requires from you to discover a weakness is some very brief experimenting during the fight.
    I mean, I'm a huge fan of the concept where your decisions and actions have an actual impact on the game, especially if these changes are appearing organically instead of simply being pre-scripted. But with SoM in particular I think people are seeing something that is not really there; or better yet is there only if the player makes a conscious effort and role-playing on behalf of the player to experience it, like start keeping track of various orcs, taking their insults personally etc.

    • @rainvansickel
      @rainvansickel Před 8 lety +48

      You're right, the changes are mostly random and mostly cosmetic. However, SoM is a huge step in players defining their world through their actions. The back and forth, them remembering you, your death changing up the ranks, all of that is a big first step. This isn't a small scale endeavor, it affects the whole game world.
      At the heart of it, however, SoM just shows that such a system can be implemented. And I think that's where you are right, people are seeing more into SoM's nemesis system more than it truly delivers. I'm not excited about SoM's nemesis system, I am excited for other games to take on such a mantel, and see where it ends. I think this is the next evolution in things like Oblivion's "radiant AI."

    • @DrMcFly28
      @DrMcFly28 Před 8 lety +21

      I agree it works as a "proof of concept". But bottom line is, I almost always do not really care if the game does something innovative or different if it doesn't really have a noticeable impact on my enjoyment of the game.
      Like, maybe you have game which responds to real weather conditions in your town or does facial recognition and reacts to your moods. But if it all boils down to cosmetic differences (sky is cloudy instead of sunny, your avatar looks grumpy instead of happy) then.. who cares? It's maybe impressive the very first time you see it (same as it's impressive the first time you realize the orcs in SoM "remember" your actions), but the second, third... hundredth time you notice it.. it's just meaningless fluff.

    • @srwapo
      @srwapo Před 7 lety +1

      Yeah, it was really hyped for me, but once I realized that there was almost no way to defeat the entire hierarchy of orcs (without significant time investment) and the orcs that killed you just randomize a little tougher, it was really easy to see the artifice of the whole thing and to mostly ignore that part of the game

    • @notoriouswhitemoth
      @notoriouswhitemoth Před 7 lety +33

      It's a roleplay mechanic. Who says it was supposed to affect core gameplay?

    • @DrMcFly28
      @DrMcFly28 Před 7 lety +3

      Umm... the designers of the game, calling it an "ever-evolving gameplay mechanic"?

  • @Blindm3rc
    @Blindm3rc Před 8 lety +2

    I do remember Everquest did corpse running too. However, you had to get back to your body or ask someone to drag it to safety by giving them permission to do so with a chat command.

  • @Tronikart
    @Tronikart Před 4 lety

    Transistor's Music is so good! Thank you for using it

  • @Keatosis_Quohotos
    @Keatosis_Quohotos Před 7 lety +3

    whabout borderlands?

    • @Quargame
      @Quargame Před 7 lety +2

      Yup, just what I've been thinking

  • @LaughingThesaurus
    @LaughingThesaurus Před 8 lety +6

    Platinum Games always have the same punishment for death-- you have infinite lives, infinite continues, and generally respawn right at the start of the fight you lost at... but your rank at the end of the chapter drops one tier. So, if you would've earned a Platinum trophy, you get a Gold on one death, Silver on two, Bronze on three, and on four or more you get a Stone trophy. In The Wonderful 101, you will reappear at the exact place you died-- the enemies don't even respawn. This was a bit controversial, but I'm actually okay with it. After all, death in a Platinum Games game should be fairly uncommon. You actually shouldn't be taking damage at all, with all the s and perfect parry options the games throw at you. That's pretty much the expectation.

  • @JavierZumer
    @JavierZumer Před 9 lety

    Very interesting, keep up the good work.

  • @SketchBookShortFilms
    @SketchBookShortFilms Před 9 lety +1

    Life Goes On had a pretty interesting use of the death mechanic. Every puzzle is based around using your dead knights in various ways, like killing yourself so the corpse holds down a button, allowing you to progress. I dunno, could be the same as Sometimes You Die, haven't played it so I wouldn't know.

  • @Cha4k
    @Cha4k Před 9 lety +4

    I didn't like the Nemesis system much. It felt half assed.
    You kill an orc and new pretty much exactly the same orc spawns. An orc kills you (Very rare given the extremely low difficultly level) and he plays an audio clip next time you see him and maybe he has a new hat. Its very superficial and nothing really changes. After a few I stopped bothering unless they got in my way.
    The rest of the game, as with most lazy open world games is just a handful of gameplay elements that are not integrated into a cohesive game but are gouged out, carved up, packaged and dumped around the map, triggered by icons, repeated over and over in a way that doesn't really make any sense in terms of how the world would work. I feel like I'm playing "Sandbox_Game_053b" with "Gameplay_Element_001, Gameplay_Element_002, Gameplay_Element_003" scattered about.
    When you combine that with the fact that your character cant die (He just reappears in a tower, There is no actual threat to him, only inconvenience) and that there's no real challenge it becomes impossible to become immersed.

    • @fesco8276
      @fesco8276 Před 4 lety

      I mean, your character IS immortal.

  • @hellsgate700
    @hellsgate700 Před 7 lety +3

    New concept: Any time you die the game crashes and you have to purchase a new copy to play again

  • @michaelharris6153
    @michaelharris6153 Před 8 lety

    I love these videos! So insightful! Definitely going to refer to your channel when I finally get off my ass and make games. Thank you :D

  • @q.barclay8562
    @q.barclay8562 Před 6 lety

    Amazing video!

  • @Mordaedil
    @Mordaedil Před 8 lety +3

    In Super Wario World 2 you can't die. There is literally no fail-states.

    • @KedViper
      @KedViper Před 7 lety

      Mordaedil What do you mean? If you fall into a pit or lose baby Mario, you have to start the level over. That's the same as most games.

    • @Mordaedil
      @Mordaedil Před 7 lety +4

      Super Wario.Land 2, sorry. Not Mario World.

    • @paulamblard3836
      @paulamblard3836 Před 7 lety

      i think to this too..
      and this is veri particular, because some time, we need too use somethink that look like a fail to solve puzzle.

    • @KedViper
      @KedViper Před 7 lety

      Mordaedil
      Oh, okay.

  • @darklusare7582
    @darklusare7582 Před 5 lety

    Never thought about this.
    Thanks.

  • @6ch6ris6
    @6ch6ris6 Před 6 lety +1

    this is probably not totally on topic but i was blown away by mission 43 in metal gear solid 5 the phantom pain.
    not gonna spoil it though. one of the most incredible gaming moments i have ever experienced

  • @cinderbones
    @cinderbones Před 4 lety

    Your content is fucking gold. I cannot stop watching. These videos feel like they would perfectly fit within a paid membership of some kind. I would pay to keep watching if you ever do get into a service of some sort. Thank you for helping me learn stuff dude

  • @Baemoth
    @Baemoth Před 9 lety

    Please dude. More vids. This stuff is great.

  • @zeruszephuros5419
    @zeruszephuros5419 Před 4 lety

    GMT, love your vids and your channel so much!!
    I'm not a game developer (barely know any programming) but as a gamer I'm highly interested in games and what makes it an interesting&good games!!!
    Thank you for making these thourough explanations and great&variety of examples xD!!

  • @Chixxie666
    @Chixxie666 Před 6 lety

    Just discovered this channel! Amazing videos and content! Subbed!

  • @Haphazy
    @Haphazy Před 7 lety

    I never thought about the weight of player death this much. There are lots of unique takes on how player failure affects gameplay.
    Thanks for the video.

  • @RybecFromCanada
    @RybecFromCanada Před 6 lety +1

    I enjoyed Valkyria Chronicles' way of doing it. If one of your guys gets killed they go into a downed state where it depends who gets to them first. If you get another character to them, they get brought to the medic to be used later. If the enemy gets to them first they get executed and are gone forever.