by Daniel Bullard-Bates
After reading Josh’s recent post on death and failure in video games, I found myself thinking that a game that treats any character’s death with a sense of permanence and resolution could be pretty incredible. My next thought was that this would probably also make the game incredibly difficult and barely any fun at all, as I would have to play from the beginning of the entire game each time my character died. So how could a game deal with death as a serious consequence without ruining the enjoyment of playing the game?
To answer that question, I’d like to pitch a concept for a game at you. If you’re someone who plays games, I’d like you to think about whether you’d enjoy this one. If you’re someone who designs games, I’d like you to make this one. If you’re a company that develops games, I’d like you to hire me to be the creative designer on this one. Let’s a-go!
The Opening Scene:
You’re sitting in the back of a bus traveling through the Rocky Mountains, looking out the window. The girl to your left is listening to her headphones, but smiles sweetly when you look at her. The bus stops in a small town to refuel, and the driver and a few passengers get out to stretch their legs and grab some snacks. After a few moments, sounds of a struggle and a scream are heard from the inside of the gas station. The window of the gas station breaks as the driver goes through it, and a strange, near-human creature leaps through and lands on all fours, with several others following it out of the building. Someone in the bus manages to close the doors and lock them as the creatures pound on the windows and panic breaks out.
The girl next to you throws her headphones down. She looks panicked, but she takes your hand and reminds you that you know how to drive a bus, and you have to get out of here. You work your way to the front of the bus, sit in the driver’s seat, turn the key and hit the gas. The creatures hang onto the side, keening and crying as you pick up speed. Suddenly, you see a woman in the middle of the road ahead of you, and you swerve to avoid her. You slam into a rock and go flying through the front windshield. As you lie on the pavement, the girl from the seat next to you runs up to you, crying, as a few others mill around outside the bus. They're talking, but they sound very far away. The girl holds your hand and caresses your face as everything fades to black.
Now you’re looking down at the body of a young man on the pavement. Your eyes are blurry with tears, and the people around you are trying to figure out what to do next. Not too far away, strange and hideous calls sound out in the night.
The Concept:
A survival-horror game with a large cast of characters, where each chapter of the game has the player taking the role of a different character. Each chapter would end when the character currently being controlled either reaches a specific goal or dies. Later chapters would have more or less of the cast remaining based on the survival rate throughout the game. Multiple endings would be possible: one where everyone dies, another where one or more people manage to escape to safety, a third where the story of the town and the monsters is revealed and the threat is wiped out forever. At points in the story it would present the option to give items or weapons to other characters who might have more of a use for them, and the player would have to balance their desire to have the items now against their desire for the other character to have them later in the game.
The Payoff:
Using a satellite phone given to you by a character now long dead, you manage to use your knowledge of electronics to fix it, hook it up to a larger antenna and get reception, contacting help and the outside world. It's a good thing he gave the phone to you to fix, instead of using up the batteries trying to find a signal on a broken phone.
In a later part of the game, another character has a brief, emotional moment where he recollects the death of a character you played earlier in the game. Or, if the character lived, he tells her how much she means to him before they leave the relative safety of the house the survivors have holed up in.
A writhing horde of monsters teems down a hallway towards the few remaining characters. You hand off the keys and items you’ve found to the people you’ve grown so close to in the last few hours, and tell them to run. You stand your ground, shooting the beasts down as your friends escape. The first one reaches you and knocks you to the ground, but as they surround you, you see that your allies have gotten far enough away to make it. You know that they have everything they need to end this.
Other Applications:
A similar idea of a large cast of characters and meaningful, permanent death could be applied to a number of different game concepts. It could make for a more intense and realistic war game, where the player controls different members of a whole squad of soldiers. Or imagine a Batman game where you play as the rogue’s gallery of villains and try to execute a nefarious plan as Batman works to take you down, one by one. The possibilities are both varied and exciting. So what do you say, gamers? Would you play it? And game companies, am I hired?
Thursday, July 16, 2009
Game Pitch: Meaningful Death Game
Monday, June 29, 2009
On Death and Waiting 30 Seconds
Francis’s gone. No one ever really liked him, but he was one of us, if not the best of us. We didn’t see the tank coming until it was nearly on top of us. Francis was running rear guard; the damned thing threw him into a train before we could put up any kind of defense. Zoey and Louis were nearly a block ahead picking up supplies, by the time I’d gotten their attention Francis was a blood slick on the tracks. I’ve seen those tanks at work before, seen ‘em tear a man apart at the waist. This ain’t my first time to the rodeo, after all. But man, did that thing do a number on him. Then the witch showed up. We didn’t have them back in ’57, and sometimes when I lay awake at night – Hell, who am I kidding? Ain’t like I ever sleep anymore – I wonder what happened to make ‘em what they are. Everything else about these monsters I feel like I got some kinda handle on: they’re just mouths, I figure, mouths and stomachs and guts without much else to keep ‘em human. But those witches – what kinda thing has to happen to a deadhead to make it cry? So Zoey and Louis are running back, and I’m shouting to ‘em that Francis isn’t much more than a stain anymore and there isn’t much of anything we can do about that and for God’s sake give me some cover, and then I hear that noise, that sobbing that never fails to raise the hair on my neck. And it stops, and I know it only ever goes quiet before the damned thing attacks, and I hear Zoey scream as something knocks her off her feet. I didn’t have time to warn them to shut off their flashlights, it must’ve seen them coming a mile away. Here’s where I’m ashamed to say I started running. Call me a coward if you like, but between a tank and a witch there’s no winning. Everyone’s gotta go sometime, and it’s gotta be said that Zoey and Francis made it longer than most. I just hope Louis is smart enough to make the same call. I made it out of the train yard before I turned around. There were a few dozen of the bastards closing in on Louis from the north, plus another twenty he hasn’t seen yet pouring into the tunnel from the east. He’s doing a fair job keeping ‘em off Zoey, but she’s done for and he has to know it. I can’t help but think that – What the fuck? Ok, Francis is back, I guess. Uh, I think he got better from being, you know, turned into paste. Maybe he had a med pack? Or…pills? Can pills do that? Oh, ok, and Zoey isn’t really dead. She was…uh…hiding inside the switch operator’s office. Ok, so that’s good for her. Louis? Is he still – no, he looks pretty fucked. There are about thirty zombies around him, and they’re working on – scratch that, they are finished tearing off his arms. We’ll have to pick him up later, he might need to walk that off. Anyway, as I was saying, Francis is fine. Here’s where Left 4 Dead went from being a terrifying survival-horror game to a pretty standard multiplayer romp through the woods. I was fully immersed in the pants-wetting crisis before me – seriously, a tank is no laughing matter – and then we found our dead friend hiding in a closet. This is not the sort of development that generates emotional resonance. I’m a little frustrated with games that offer easy re-spawning. We were talking a little while ago about the obstacles still standing between today’s video games and tomorrow’s “narrative engine” (to paraphrase Mr. Guillermo del Toro), and with a little reflection I think I’ve hit upon one of the biggest ones: games want you to live. I think this struck me first as I was playing one of the Resident Evil games, maybe 5. I’d played through one scene about a half dozen times, I’d discovered the glut of uniquely flavored deaths I could experience at the hands of an undead tribe, and I got to thinking: what if this is where my character was meant to die? What if this is just the dramatically logical end to his journey into hell? (Ok, the Resident Evil games probably aren’t the best examples of sound storytelling. Still.) I can count the number of great works of literature with happy endings on one hand, and I’m including Calvin and Hobbes in that estimate. So it’s frustrating that the video game, that narrative medium that is meant to afford us entirely new vistas to behold, has yet to really include any titles where failure is a real, dramatically realized option. What about the elf who confronts his arch-nemesis and finds himself grossly out-matched? The Sith Lord who cannot betray his master? The plumber who gets stuck in a pipe? Who will tell their stories? Romeo and Juliet differs from, say, a Harlequin romance novel in both superior writing and the willingness to delve into tragedy. (To clarify, both belong to the former, though I guess that’s a matter of taste.) So when will we see tragic video games? Games where failure is a scripted, developed option? I’d like to see a game where you can’t re-spawn; where there are not save points before boss fights; where, in short, every challenge offers the possibility of success and the very real chance of failure. I think it’d add a lot to a game’s appeal if the player wasn’t certain of success; I’d worry more about my character’s safety, but be equally pleased if he died and his death was honored with more than a “Game Over” screen. Dulce et decorum, and all. I want to see Link fail once in a while. I think it’s the only way his story can really succeed.