Death Penalty And Its Place In Games
August 27th, 2006
This post is brought to you by my late night posting on the private Vanguard beta forums. However it contains no NDA breaking material, and I figured that it might also be of interest to my audience here.
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It is my opinion that at the crux of this discussion is the simple question of why do we have death penalties at all? What practical and direct purpose does it serve within the world of Telon, or any game world for that matter? To answer these questions I would like to present two games from roughly the same genre (and I apologize if you haven’t played one or both, I will try to make that matter as little as possible), these are Half Life 2 for the PC and Ninja Gaiden. In Half Life 2 you can essentially save your progress whenever you feel like it. In fact when I played through it I used the quick save option often, any time when I was presented with anything that even remotely resembled danger. As a result I never feared failure, and I never got very good at the game. Luckily for me, the game never really got much more challenging than the first level or so. Sure, I got new toys to play with, and new baddies to fight, but the worst that would ever happen is that I’d have to retry an area. On the other hand, Ninja Gaiden has no such luxury with regards to saving. There are fixed save points and if you die, you go back to the last time you saved. In addition, Ninja Gaiden is a great deal harder than Half Life 2 and it isn’t harder because of the death system. It is simply harder by virtue of design, you have to be good at this game in order to progress, and you have to be consistently good. As a result, I became very good at the game, I would practice simply killing generic baddies in order to hone my skills, and I actually felt like my personal ability at the game had increased.
Let me put this another way. Assuming that death penalty does not increase the challenge level of a game, then why does the more challenging game also have the harsher penalty?
The answer to this question lies, I believe, in the words of the great Winston Churchill (stated as he was no doubt pontificating upon the subject of death penalties himself) when he said, “Play the game for more than you can afford to lose… only then will you learn the game.”
Many people seem to argue that death penalties actually create a harder game. I would disagree. Death penalties are used in order to support the harder and more challenging game, they cause the players to invest themselves more in learning the intricacies of the game mechanics and rules, and allow the players to play the game in such a way as to meet the new challenges being presented. Human nature will guide us all to taking the easier path. If we do not play the game for more than we can afford to lose, then we will not learn the game. As a result this may sound like I am therefore an advocate of the harsher death penalties, this is absolutely not true. I am an advocate for balance.
The designer’s job is not to create a harsher and harsher penalty in order to make the game harder. It is their job, if designing a game with increasing levels of challenge, to come up with a death penalty that stings just enough to the player to sit up and pay attention enough to learn the game mechanics necessary to continue progression. If the death penalty is not harsh enough, then the player does not invest themselves in such a way as to learn the game, and thereby isn’t ready to meet new challenges. If they are not ready for the new challenges, then these challenges seem impossible. If a player finds the latest challenge impossible, they will quit the game in frustration at a lack of progress. On the other hand, if the death penalty is too harsh, then the player obviously becomes annoyed by the continued over the top punishment (because everyone, even the ‘best’, make mistakes - that’s how we learn) and stops even trying. This is a fine line of balance.
To bring this discussion back to the realm of MMO’s, it is not difficult to use WoW as an example. Many people point out the game is easy, by and large that’s true, and that’s part of the charm of the game to many people. However, what happens is that the lack of a ‘true’ death penalty in WoW is ascribed as one of the reasons that WoW is so easy. I disagree absolutely. Blizzard found that balance point for their death penalty. It stings a little, just enough that players avoid death when convenient, but it doesn’t really push the player to focus on the game and mechanics, to become better, because it doesn’t need to.
And this is why there is no such thing as a perfect death penalty. For each game the needs are different, not to mention that the penalty isn’t a nice sliding scale, as I’m sure you all have noticed by the sheer amount of discussion over debt/loss/CR/souls/etc. Right now the designers in charge are working hard to come up with a penalty that is not only balanced properly to meet the needs of Vanguard in terms of our challenge and player ‘education’ requirements, but also one that potentially provides other useful side effects such as player collision (corpse runs) or slowing progression (loss/debt) without causing unnecessary frustration or lack of ‘fun’.


