It's only three more weeks until we
finally get to play Super Mario Odyssey. Even now it's safe to say
that it has been a very long time since a Mario Game has created such
buzz. Of course every game the (now officially) former plumber has
starred in was excellent and from the looks Odyssey will continue
this trend, but it's been a while since even non Nintendo Fans looked
forward to a new Mario adventure.
Odyssey aims to take everything we knew about Mario, throw it right ouf the window and start completely fresh. And I couldn't be more excited.
Odyssey aims to take everything we knew about Mario, throw it right ouf the window and start completely fresh. And I couldn't be more excited.
Still there was one piece of news
lately that got me thinking. Some of you may have heard about it,
while others are still blissfully unaware. Don't worry it's nothing
spoilerish, so you can continue reading. The piece of Information I'm
talking about was revealed by the game director Kenta Motokura.
If you die in Super Mario Odyssey you
won't have to worry about your life count. Simply because there is
none. So if you die you'll get send back to the last checkpoint and
lose ten coins. And even if you don't have any coins left you won't
Game Over. Simply speaking there is no Game Over in the game.
We thought about how a lives system would work in this kind of broad, exploration-focused game. In this sort of game, there would be a lot of different restart points. We decided not to use the lives system because it was not an element that was absolutely necessary. We also thought that it would affect some users’ desire to play because, while users who are good at the game would rarely see the (game over) screen that comes up when Mario runs out of lives, inexperienced users would probably end up seeing it frequently.
Now some purists may cry out about
this, but let's face the fact. When was the last time you saw a game
over screen in a game? Well it was probably Breath of the Wild but
just because the words are written on Screen doesn't mean that this
is a true Game Over. So let me rephrase my previous question. When
was the last time you saw a Game Over have serious consequences? Ahh
now it gets more tricky to answer, doesn't it? So today I'd like to
take a look back at the history of the Game Over Screen and how it's
used today.
Money Please:
To put it simply that was the reason
for the Game Over screens existance in the first place. The 80s and
earyl 90s were the domain of Arcade machines. Home Consoles had
started to grow in popularity, but if you wanted to play the best
looking and most impressive games you had to head to your nearest
Arcade. In the early days of the industry many games on NES and other
consoles were simply watered down ports of the arcade version. That's
why so many titles had highscores and simply felt ''arcady''.
So why was the Game Over important for
arcade games? You paid to play. Yes just like with todays online
gaming, in arcade halls you had to spent your hard earned money to
play a round. And it influenced game design, just like
microtransaktions do today. A Game Over simply meant you had to start
and pay again.
You may have wondered about the classic
continue screen many fighting games still have. A countdown is, well,
counting down from and you have to press a button to try again. Well
in the arcade it worked the same, but instead of pressing a button
you had to insert more money. The countdown was there to pressure you
into doing so. You don't want to lose your hard earned progress, just
because you hesitated for 9 seconds, don't you?
So during those days the Game Over
Screen was tied to real consequences, namely losing your hard earned
allowance. That's also partly a reason why so many arcade games are
hard as hell. Harder games resulted in more Game Over Screens, which
resulted in more money.
But with the rise of Home Consoles this
started to change. Game Over couldn't have any monetary consequences
anymore, so developers had to adapt. Now time lost was the
measurement in which you payed for your game over. Which leads us to
today.
Back to the starting line:
That's probably still the moste common
Game Over penalty, if there is still a Game Over in your games. You
simply get sent back to the beginning of the level to your last
checkpoint or (in some very old games) to the start of the game. But
while this method was quite popular in early days it quickly died
down. Simply because it was very discouraging. While in the Arcade
you had the chance to choose, pay for the continue or loose your
progress, on the home console this choice was absent. This lead to
frustrated customers quitting, which in turn lead to the developers
gradually reducing the impact the Game Over had on the gameplay
experience.
Another fact for the dwindling impact
of the Game Over Screen was owed to the fact that games grew more and
more diverse. Over the time the simply platforming gameplay, which
dominated the early NES days, had turned into countless different
genres. And with that new questions arose. How do you implent a
''Game Over'' into a sports game? Or you can't send the player back
to the start of your game, if it's a hundred hour long RPG epic.
The questions developers now had to
answer was if they wanted a Game Over in ther game and if yes, how
could they make it count? Many started to answer the first question
with no. Games like Assassins Creed don't really offer a Game Over
anymore. If you die you'll get briefly desynchronized before you can
start again from a savepoint, which there are many off, meaning that
in the end the only time you loose is on the loading screen. Even
Breath of the Wild does this. When you attack an enemy camp and fail,
you may see the words Game Over written in red letters over a black
screen, but once you press Continue you'll start again at the same
location.
The Idea is that a death shouldn't
frustrate you instead. Instead it should allow you the learn from
your mistakes and quickly use your new knowledge to this time conquer
the task in front of you.
Game Over truly has become nothing more
than some words written on the screen. So the question todays
developers have to answer isn't really if they want a Game Over or
not, but how much do they want death to count. How much should a
death cost you?
To die, or not to die:
The Game Over has always been just the
name for the most costly death. A ''normal'' death may send you back
to the start of the level, but once you've used up all your lives it
will send you to the start of the game. As we iterated the concept of
finite lives and the Game Over has mostly disappeared from todays
gaming market, but that doesn't mean the concept of a costly death
has. But it's easy to make a death cost ''much''. It's not so easy to
do this without creating a frustrating experiences for your customer.
It's a thin line creating a death system that does punish your
players but at the same time encourages them to keep playing your
game. Luckily there are two games out there that impented that
concept brilliantly.
The first one is Dark Souls (it was
probably Demon Souls but I've never played that game. Like with
everything in the Game Dark Souls really punished you for your death.
Souls are the core currency in the games world. You use them to level
up and buy things from merchants. Because of that they're pretty
important. Now if you die you loose all your souls and are send back
to the last bonfire (savepoint). Now because this would feel really
frustrating because you will die a lot in Dark Souls the developers
implemented a genious trick. You can reclaim your souls if you manage
to come back to the place where you died earlier and pick them up.
But if you die again before that they are lost forever. They give you
a chance to make up for your mistake. This has two effects. Frist it
makes a stressful game even more stressful if you have to get through
the deadly traps of Sen's Fortress to reclaim your one million souls
near the top, and secondly because of it Dark Souls never feels
unfair. You always have the chance to get back what is yours. Another
Game that used the same concept was Zombi U for the Wii-U. If you
died there you're character would turn into a Zombie and you'd take
control of a new survivor. If you then returned to the place your
former Avatar had died, you could find him(or her) wandering around
the area as Zombi. Now you just had to kill your former self to
reclaim all your equipment. But just like with Dark Souls if you died
again before that all was lost.
The second one is the predecessor to a
game which released the other day. Middle Earth: Shadow of Mordor was
kind of a sleeper hit in 2014. The gameplay was an Assassins Creed
rip-off, but quite solid and Monolith managed to create a Mordor that
was interesting to explore. The hidden star of the game was, however,
the Nemesis System. Many of the Orks in Saurons Army did have unique
character traits and even without the players input the Army would
change. Orcs would fight eachother and rise in rank. I don't want to
get into to much detail for this system, but there was one aspect of
it that ties into todays topic. If an Orc managed to kill you during
your adventure this would have real consequences. Not for the player,
you would still get send back to the last checkpoint and could start
again, but for the Orc. Not only would they gain scars from the
encounter but if they managed to kill you they would then rise in
rank and grow more powerful. So as a direct consequences of your
failure your enemies grew stronger. This wasn't just a great way to
attach a real weight to your deaths, but also served to motivate the
player. Finally killing an Orc that managed to slay you earlier is
an extremely satisfying feeling.
But how does this all tie into Mario
you may ask? Well I talked about this two examples to show that just
adding weight to a death isn't enough today. It would be easy for the
developers of Odyssey to just implement a life system and if you saw
the Game Over just throw you back at the start of the world and
delete all your Power Moons, but that would be bad game design and
feel extremely discouraging. Death can still have weight in video
games, but you need to be the right game for it. It shouldn't be an
afterthought, but instead needs to be an integral part of the experience. If
it isn't then you're better off simply kicking it out.
But what are your experiences with Game
Over in Video Games? Which Game Over did turn you insane? Do you miss
a meaningful Live and Game Over System in todays games? Let me know
your thoughts in the comments.
And as always
thanks for reading
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