It is a phrase commonly used in the videogame industry when you lose a game, run out of turns/lives, and "die". Whether we want it to our not, we are frequently shown a variation of these two words in whatever form, I.E; You are Dead, Mission Failed or Challenge Ended.
But the thing is, just two decades ago, GAME OVER, could hold a completely different meaning - the game was actually over, and a new game would have to be created to continue playing. Whatever you may have achieved thus far in your previous game would have been for naught if you ran out of lives.
Of course not all games were suitable with this design, and so checkpoints were made, continues were given and spawnpoints were created.
Today, if you play any first person shooter you will frequently encounter a checkpoint, or you will even be able to quick-save yourself. Even in todays' harder games, such as Ninja Gaiden (just an example, harder games do exist), checkpoints are given - if not rarely - but still given.
What happened? Did games all of a sudden get harder or longer? More complex? So much even, that the concept of "lives" for the player was soon to be forgotton? Or is the cause of the change our, the player's 'fault'?
It is proven that our attention spans have gotten marginally shorter than they were in the 80's and 90's. And the market has become gradually more casual (for better or worse) so that games are being toned down in difficulty.
Now don't misunderstand me! We still have difficulty levels that can be set to max to give the player one hell of a run for his or her money, but in the end; checkpoints, respawns and quick-saves have overturned the meaning of GAME OVER, so much that now, the phrase is practically useless.
So do you miss it? Should games, if not all, then some, follow the old formula? Has everything changed for the better and should stay the way it is, now? And when do you think this change happened, and why?
I'll leave the answers up to you.
[sub]Though you don't need to have all of them![/sub]
But the thing is, just two decades ago, GAME OVER, could hold a completely different meaning - the game was actually over, and a new game would have to be created to continue playing. Whatever you may have achieved thus far in your previous game would have been for naught if you ran out of lives.
Of course not all games were suitable with this design, and so checkpoints were made, continues were given and spawnpoints were created.
Today, if you play any first person shooter you will frequently encounter a checkpoint, or you will even be able to quick-save yourself. Even in todays' harder games, such as Ninja Gaiden (just an example, harder games do exist), checkpoints are given - if not rarely - but still given.
What happened? Did games all of a sudden get harder or longer? More complex? So much even, that the concept of "lives" for the player was soon to be forgotton? Or is the cause of the change our, the player's 'fault'?
It is proven that our attention spans have gotten marginally shorter than they were in the 80's and 90's. And the market has become gradually more casual (for better or worse) so that games are being toned down in difficulty.
Now don't misunderstand me! We still have difficulty levels that can be set to max to give the player one hell of a run for his or her money, but in the end; checkpoints, respawns and quick-saves have overturned the meaning of GAME OVER, so much that now, the phrase is practically useless.
So do you miss it? Should games, if not all, then some, follow the old formula? Has everything changed for the better and should stay the way it is, now? And when do you think this change happened, and why?
I'll leave the answers up to you.
[sub]Though you don't need to have all of them![/sub]
[HEADING=1]GAME OVER[/HEADING]