MetaFilter (metafilter) wrote, @ 2017-07-25 15:46:00 |
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http://www.metafilter.com/168411/Its-rea
"But for some of you masochists, that doesn't seem to be enough. You've just got to turn a fun game into something unmanageable. There seem to be a few ways to play Fire Emblem with permadeath on. The first is resetting the game every time a character dies. This doesn't add any real challenge to the game; it just wastes time. Sure, the stakes are raised a bit to ideally inspire better strategy, but the punishment is making the game not fun by having to replay the exact same part again. Any punishment in a video game that makes the game not fun is too steep. Others will decide to just carry on whenever a character dies. I do not understand this."" Why permadeath is alive and well in video games [GamesRadar+]
"There's no perfect definition of a permadeath game. They vary from single player survivals like Don't Starve to shooter MMOs like DayZ. The concept drives low-budget roguelikes like FTL and big-budget blockbusters like XCOM: Enemy Unknown. There's even an iOS game called One Single Life that can't be played again once you've died (well, unless you delete then reinstall it). There are twists, too. Dark Souls and ZombiU let you retrieve souls / items from your own corpse to reverse failure, while the hacking game Uplink can see your computer permanently 'disavowed' from the fictional in-game network if you're caught. Permadeath can feature in various genres, then, but it can also be a genre itself. Essentially, permadeath is about being unable to rewrite the past--mistakes carry consequences."" Someone Please Explain the Appeal of Permadeath and Roguelike Games To Me? [Forever Geek]
"I will just come out and say what a great many gamers think but refuse to say out loud because many gamers have become sensitive over last few years aka people who think what they think is right and any opposing view is wrong. A glance at the title of this article even says so much. Initially, it was "why permadeath is ruining gaming" and once I wrote it and realized how hypocritical I sound, I changed it to try to attempt to get some insight into what makes gamers like these games so much. EXTREME MODES and Permadeath games that seem to derive pleasure from torturing people are somehow the norm now? WHAT??!! It's right there in the description. Someone please tell me the appeal of punishing games? How is that fun?"" Darkest Dungeon and Permanent Death in Video Games [Den of Geek]
"It's not natural for us to think of adventurers in an RPG as disposable, but in a roguelikeRPG, that strategy starts to make a lot of sense. Just as you would weigh the pros and cons of adventuring forward in a roguelike, in DD you weigh the pros and cons of keeping team members around and paying extra for their recovery or cutting them loose and starting anew. In this fashion, DD is similar to X-COM in that proper roster management is essential. Permadeath adds yet another dimension to this strategy. With permadeath, you can't rely on having only one "A" team of adventurers. As you expand your base of operations and expand the size of your complete roster, it's imperative to work on several of your favorite classes to ensure you have backup teams to send away when characters die off or when stress/impairments requires time away from combat."" What can "permadeath" video games teach us about suicide? [New Statesman]
"The rise of permadeath in video games whereby player characters die permanently in-game, or where a game must restart from the beginning should the player character die, in the absence of multiple lives or continues has changed the way players approach games. In these instances, emotion is often the driving force when it comes to decision-making, and thus with permadeath mental state governs player action, as opposed to logical rationale. It's worth noting here that self-sacrifice when players kill themselves to respawn or restart levels; or non-playable characters sacrifice themselves for the greater good/to save their companions is different from suicide as portrayed in the above examples. Permadeath essentially forces players to consider consequence, permanence and finality within the bounds of digital landscapes."