SlayerGhede post=6.67618.606274 said:
"BioShock had its Vita-Chambers, a kind of respawn point that was part of the world's technology, but some gamers rejected them because it made dying in the game seem pointless."
No. The outcry was because they made LIVING pointless. Why bother with traps and careful planning to take out a big daddy, when you could go at him with a wrench, get killed, come back, go at him with a wrench, get killed, come back, go at him with a wrench, and so on until you finally wore him down? Nothing was frightening, every victory was hollow.
At the point when you're just killing the big daddy by repeatedly wrenching the bastard, I think it's safe to say that you aren't really going to care about the game's lack of realism. I have to assume that games-as-narratives like Bioshock call on the player to be an active participant in the story, and by that I mean they have to assume the player is letting himself be the character. At the point when you become the character, there is meaning beyond simply achieving the objectives, there is fear of pain, there is triumph. When you the player desynchronize with your character's memories there's no reason to keep playing other than to see what some guy at a computer made, why do you even care?
And since that links me nicely to the topic- why do you ever want to achieve objectives in a game? Hell, even Painkiller which has as much story as a nutrition facts label, gives you a reason to march into a fight other than sheer awesomeness. Death in video games is a thing that doesn't need to be 'fixed' because it belongs. Take for instance, mass effect, death occurs in this game forcing you back to your last save routinely, but if you save often why try to avoid it? For the same reason you build relationships with characters, for the sake of being involved. And there you go, just another for-instance. Other themes and conflicts in games, love and hate, good and evil, I played a character just recently in a campaign who, by accident, had absolutely no love-based interactions at all, illustrating very clearly the real opposition of love - apathy.
At the end of the day, stories that hold our attention are almost always about conflict, and since consoles and computers are only ever going to be computers, they cannot create a mechanic for the abstract, or rather they can but it will feel forced, and death/survival will always be the easiest thing for a game to process because it is a strictly binary operation, you are either dead or alive. 0 or 1. With other things like love/apathy, happiness/anger, you can't really make mechanics of those, and even if you could it would be a ***** and a half to make the myriad story possibilities based on those vague concepts.
And at the end of the day, if you install those vague concepts, they will become the same as death- take as evidence the people who have friends simply for the benefits their friends provide, or girlfriends/boyfriends simply to get laid. The fact that these people exploit the gameplay elements of real life mean that they will exploit them in the game world too. Then valuable and interesting things become nothing but nuisances, if it affects the storyline all you'd ever have to do is jump back to previous and re-play a conversation for instance.
What's my point in all this? I guess at the end of the day what I'm saying is this- it's not so much the game using an outdated opposition to your progress, it's you using the wrong mentality to appreciate the opposition. Death can be a hindrance or it can be a challenge, it's why people like roller coasters, and it's why people like video games.