You know what I love? Dying. In those games where death is both probable and permanent, death might not be the victory I was striving for, but its inevitability gives a sense of intensity and foreboding while I still live, and a powerful narrative closure once it overcomes me.
Several games of late (and countless games throughout the years) have depended on the inevitability and permanence of death to create powerful, gripping experiences. Most recently, I’m thinking of DayZ and FTL.
In one of my first sessions of FTL, before I really knew what I was doing, boarders teleported onto my ship and took out my ship’s oxygen supply. I dealt with the boarders and, subsequently, with their ship. It was the toughest battle I’d yet fought, but I came through mostly unscathed. It felt overwhelmingly good. But then I noticed the red haze across my ship — the oxygen supply the boarders took out at the start of the game had not been fixed yet, and my ship was now nearly out of oxygen.
My four crew members ran across the ship to the O2 room, their little green health bars slowly depleting as they pulled out their spanners and desperately tried to fix it. But they were never really going to make it. One by one they died. I watched as my one last crewman just fixed the O2 system before he too suffocated and died. I was left with nothing but an empty, useless, practically unscathed ship just floating through space, silent and dead.

In DayZ, every single second could be my last. I am constantly on edge, waiting for the sudden sniper shot to end my life faster than I can blink. I can spend dozens of hours with a single character, scrounging around for beans, worrying about every spent bullet, and then it can just end like that. Sometimes, though, the deaths are less quick. Once my brother and I entered a city to look for a box of matches, but the horde of zombies we stumbled into had other plans. We managed to get out of town, and turned to finish them off. But little did we know we had run right up to another zombie-infested building, and more zombies heard our shots and flanked us.
My brother went down, and I fired two whole clips at the zombies piling onto his corpse before the game told me he was dead. Then I turned and ran, leaving him. I camped out on an apartment stairwell and used the last of my clip as the zombies piled through the door. As one finally got to me and knocked me down, I saw I was standing on a box of matches: exactly what we had ventured into this damn city to try to find in the first place.
In both these games, death is ultimate. It is the end. When I die, that is the end of that experience and everything I achieved during that session. I go back to square one — washed up on the beach, piloting an underpowered ship across the galaxy.
But far from rendering the time spent with each game meaningless, the fact that I am almost certainly going to die eventually is what makes each of these games so much more satisfying to play. It is death that, typically, is the story that I am left with that I want to tell people. I don’t play FTL or DayZ because I expect to ‘win’; I play them because I expect to die in a way interesting enough that I will always remember it.
FTL and DayZ are both interesting story simulators—they create experiences that I want to tell people about. And any story is only as good as its ending. That is why I love dying so much. It is the crescendo of the story, the narrative closure that posthumously gives every action up to that point a certain gravity. Dying doesn’t simply abolish my accomplishments; it immortalises them, tying up these little narrative arcs with a start, middle, and, most importantly, an end.
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I think you’re probably in the minority.
I’m pretty indifferent about the whole thing, and my desire for death to be permanent or really impactful can usually change on my mood.
However a lot of gamers I know personally wouldn’t touch permanent death with a long stick.
Depends on the game, in DayZ and FTL it works nicely, I dont find frustration in the fact i’ve died and have to restart I find frustration in the method of death. For example in FTL I played about 20 play throughs of that game (Not once did I finish) but every game the method of death was my oxygen was taken out and my crew suffocated before it could be repaired, this happened every round and on most occaisions before I was even able to leave the first sector. After about 10 turns I thought ok… New plan, instead of reacting to it, i’m going to plant a crew member in the oxygen room to repair it as soon as it dies. Next round boarders take him out, round after that fire, round after that another fire. So on and so forth. It’s the fact that one specific thing is the cause of the permanent death and it seems to be repetitive.
Having said that I played 2 or 3 seasons of Diablo 2 hardcore ladder. So permanent death doesn’t phase me.
Hi Brendan: You are absolutely correct. I’ve been having this exact thought for the last 5-10 years of gaming, and thinking that eventually someone would get around to implementing this idea and make a huge amount of money off it.
It’s the restrictions in the game that are important. Restrictions on how fast you can move, how many bullets you have in a clip, how much life you have. Just imagine how meaningless a game without restrictions would be.
Similarly, life has no meaning without death.
The closest any game has come to this so far in an MMO would be something like Aion, where the portals that open up to the opposing faction world are rare, and you only get one shot at it – if you die, you get thrown back into your own world, with no idea when the next portal would open. This made every trip into the enemy zone extremely exciting, where a single death meant the end of your adventure. It’s like the difference between playing poker for a imaginary points, and playing poker with $100 bills. The existence of stakes does affect the experience of playing the game.
Contrast this to most games where death simply means you respawn with full health a few seconds later. With no stakes, I would even go so far as to say the game lacks meaning.
This is really only an issue in recent games. Older (pre console-domination) games didn’t let you automagically respawn with all your gear about 2 minutes back from where you died. At minimum you had to replay levels, if not more.
Death is definately important and can work in many different types of games and can make some games better.
AvP1 on Director’s Cut difficulty.
Fantastic article. It’s thoroughly satisfying to experience such moments. I have recently been playing Osmos which has proven to be quite difficult in some situations, however it’s the moment you near death, or fail that truly makes the experience that much more rewarding.
If it is paramount to the experience I’m all for it. IE would CS be the same if you instantly respawned? no.
In a game like borderlands 2, it is a minor annoyance,
I’m totally addicted to FTL, and funnily enough booted it up just prior to checking games.on.net haha.
Reminds me of the good old days with dwarf fortress.
Just goes to show creating amazing stories dose not require cutting edge graphics, the Australian Orchestra or a massive lineup of celebrity voice overs, It’s all in the death and what takes place leading up to it.
Do not be sadden by what is no more, but be happy over what was :D
I’d prefer respawns actually.
I think there is a place for CS system but such things are best for tournaments.
I played the original CS alot after moving over from quake team fortress but these days as a father my time is far more limited and sitting around half the night gets old. :)
You know what I love? FTL
And you let that puny mantis ship take you out? Pffft :p
I play a lot of STALKER. When I get killed in a brilliant manner (an enemy has snuck up on me, I think it’s safe only to get my brains blown out, some other horribly OTT form of death strikes, etc) I often will give a small round of bitter, yet respectful applause after I’ve hammered the quick-load key.
Heh, AI sneaking up on you is the worst. It’s always a bandit with a sawn-off too..
Another personal favourite is premature looting. Always check the area before looting..
bek,
Now now, let’s not start a public STALKER circlefap. Come see me later ;)
Never been a terribly big fan of perma-death myself. This coming from a background of playing games from the 8-bit era where it’s give the player 3 lives, no save game functionality, get up to the end of the game, get killed, no choice but to play the whole game from scratch all over again etc. I just don’t have the patience I used to. It’s probably not too bad in a game that’s only an hour or two long, or where the game doesn’t have an end anyways, but I couldn’t imagine sinking 20+ hours into a game and then having to do it again because a bad guy thumped me at the wrong time. I’d probably walk away from the game and never play it again. So I really have no desire, for example, to play Diablo 2/3 Hardcore. And every time I hear about DayZ, it’s usually about how easy it is to die. Not my idea of fun, sorry…
vcatkiller,
one game to think of here is battletoads… oh man that was frustrating…
i know its been said before, but this game would be fantastic on a tablet!
Permadeath has it’s ups and downs. It definitely depends on how the game is using it. FTL is great because it can be all over relatively soon and you don’t feel too worried about it. Other games would be infuriating if they had a permadeath mechanic.
I think I love CS so much because it’s almost a form of permadeath (for that round at least) as opposed to being able to get back up and slog it out again too quickly. The knowledge that you can just go all gung-ho is actually kind of refreshing :)
FTL just takes the cake though, especially due to how random it can be sometimes. I was absolutely cruising last night, got to a pirate sector and though “better upgrade those shields soon…” Famous last words right? The shield was taken down in the first hit and shortly after the bridge was on fire, the O2 smashed to bis and my drone controller inoperable. I wasn’t even penetrating their shields…. Yet I still had a ball watching the ship get smashed, trying to at least spool up the FTL drive, only to watch the room burst into flames a smidge before I could escape. Next time…
cyrinno,
So, we should just change CS… wouldn’t that make it… oh i dont know… Not CS?
it would destroy the entire gameplay to do something like that and the gameplay is the reason CS has been so successful…
What a silly comment.