Mon 8 May 2006
DD35: Lazarus and the Time Machine
Posted by Sean Hyde-Moyer under Game Design , Design A Day| 1 Comment
The Unspoken Superpowers of the Average Player Character
Though Lazarus and the Time Machine sounds like a pairing straight from the Design-a-Tron, the next few Design-A-Days will be focused on two main metaphors: Time travel and resurrection.
And metaphors they are…most of the time. I’m not an academic, so you’ll have to live with my conjecture and the occasional link to Wikipedia to back up the loose history that comes next.
The Continue
I think it is a safe bet to assume that the original notion of the Continue was a simple revenue calculation. A player is more likely to pay another quarter to continue playing a game they have already invested time in rather than starting over from scratch. My quick search of the interweb hints at this, though I have found no direct confirmation.
Further, he conjectured, certain limitations inherent to the original arcade machine architecture would have limited the options for allowing the player to continue a game. Due primarily to the small amounts of RAM, if any, available (he pulled out of his assumptions) you would have been limited to either restarting the player from the point of death (no RAM, simply continuing in-situ), or restarting the player at the beginning of a level (saving only the level-start score, all other state restored from ROM).
But how do we continue a game from the point the player died? They’re dead, after all. Just drop their avatar back in the game, and let them go. Who’s going to question?
What about starting them back at the beginning of the level? Won’t that transition be jarring? Will they recognize that they have moved backwards in the game? It’s not that different than the jump-cut discontinuities of French New Wave Cinema; players will adapt.
And it was from these completely plausible and humble beginings that the two most powerful and successful metaphors of video game history were born: Resurrection and Time Travel.
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