komatik wrote:lives / checkpoints
Shepardus wrote:Honestly I'm not getting a clear picture of what sort of experience you want to have with a game
At the expense of another wall of text, I'll try to be more clear. I'm not
completely against lives and checkpoints as a concept, I just get fed up with games that do it "wrong", which is nearly all of them.
Gamers as a class tend to be pretty conservative: many just want to re-play the games they already love but with a new suit and hat, and game designers as a class also tend to be conservative: they usually go with standard actions and safe designs because anything too different often sells poorly. As a result, games often end up reusing common mechanics in places where it doesn't really work or make sense anymore just because that mechanic is entrenched in the gaming psyche as "normal", and I feel that lives/health is one of the worst offenders in this respect.
In order to better explain what I think is "wrong", I'll give two counter examples of games that do it "right". I really liked Limbo and Braid. I'll write about Limbo first.
If you've never heard of it, Limbo is a puzzle-platformer where you play as a little kid trying to navigate a dystopian world full of traps that all end up killing you in gruesome ways. It's a game that has no items, powerups, inventory, score, or HUD of any kind. It's also a game that has (infinite) lives, checkpoints, and one-hit-kills.
In Limbo's case this works. Many of the puzzles can be broken if you do something wrong, but there's always a checkpoint at the puzzle's entrance. Here it wouldn't make sense to continue in an unsolvable/unsurvivable state after you accidentally cave in the ceiling or whatever, so not having a healthbar or respawn-in-place is the correct behavior because otherwise the player would be trapped. Having a one-hit-kill makes the puzzles
easier because there's a clear black and white if you did something in the wrong order. It also helps because if you know you screwed up then intentionally killing yourself to reset is faster than if they'd put in a lever you had to pull or something. Limbo is reasonably difficult, but that's NOT because the game ever punishes you: rather it's a case of "Sorry that wasn't right. Try again?". The one-hit-kills and checkpoints exist to guide you through the game, never to hold you back.
Shepardus wrote:And if you have a game where you don't die in the first place, that begs the question of what consequence you think getting hit should have
As for Braid it's also a puzzle-platformer, it also lacks scoring/HUD/etc, and it technically has one-hit-kills, but it takes the entirely different approach of not letting you ever die. The game is based around a time manipulation mechanic- when you touch something that "kills" you (most enemies) everything just freezes in place. You can then rewind/fastforward/pause and back up out of the situation at any speed and to whenever you want, effectively granting the player infinite checkpoints with infinite granularity. Even more so than Limbo, this mechanic is the very core foundation of the gameplay and the game simply couldn't exist without it. It's entirely possible to do things wrong in Braid, but the game lets you recover from this at your leisure. At no point does it ever make you to back up more than you want: you're never forced to start the level over, it's always your choice only if you choose it. All "checkpoints" are exactly where you want them to be. (It's a beautiful example of how someone can think outside the box and buck what most people consider un-buckable cornerstones of gameplay design).
By contrast, in many shmups kills and checkpoints are just a pain in the ass and tacked on after the fact. These things aren't worked into the gameplay in any way that's seamless or makes sense. They NEVER help you. Nearly always it's just a lightweight form of fake-difficulty that's there for no good reason, same as shit metroidvanias where you're walking down some stairs but can't kill the skeleton because the game doesn't let you attack diagonally. When you die, it's often not even obvious if you're dying because your tactics are wrong, or because you have the wrong powerups, or because you're just too slow...etc. These mechanics are there because that was the only way the designers handled difficulty and they wouldn't (or couldn't) break the mold.
...Anyway, what I'm getting at is that I'm fine with games that have checkpoints and a one-hit-wonder for a hero as long as the game uses those things to help the player instead of hurt them and is designed around the concept from the start. My problem is that I feel like most shmups are the equivalent of Super Mario, whereas what I'm really looking for is the equivalent of Limbo or Braid. I know that those probably don't exist though, so my compromise is trying to find games that at least use something like a healthbar and don't constantly beat the player over the head and force them to be a tryhard.
I don't automatically hate hard, I hate
nintendohard. I don't hate difficulty, I hate
fake difficulty. Most gamers (except people like MathU apparently) would probably agree, but where we differ is that I consider things like 'lives' and 'checkpoints' to be examples of the latter not the former 99% of the time. Or at least an unnecessary annoyance.
Again, for reference, I do like Magical Chase a fair amount as it doesn't really have any of that shit until maybe the very end areas.