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Let's talk about a modern gaming trope I haven't seen mentioned here...

#21arleasPosted 8/19/2013 9:56:41 PM
If you want death to mean something, play a roguelike where death means starting completely over.

The concept of a limited number of lives carried over from coin-op arcade games, because for those games, they want you to be forced to put in another quarter (or let someone else have a turn) after 5-10 minutes or so. When there are no quarters involved and when you can save your game, what's the point in having a set number of lives?

The reason why you "die" and then respawn somewhere else to have to make your way back is because ultimately, there's no difference between reloading after a game over screen and getting back to the action to try again via a respawn...well no difference other than time.

If your time isn't precious to you, then turn the game completely off when you die, wait a minute or two and then start it back up. TA DA! you just simulated the old way of "game over" on death. Enjoy your time wasting ritual! I'm sure it'll feel all the more satisfying when you finally do beat the game that way. Let us know how it turns out for you, ok?

There are a few games that it still makes some sense on... survival horror for example: If you weren't limited in how many times you could save the game, you could just save before and after every tough enemy and make it through the game without losing anything.

If they put it in every game though, you'd have people complaining that they need a code for 30 lives to beat the game, or trainers would be made, and then who are you going to impress with your gaming prowess?*

*nobody really cares anyway.