The perspective I'm seeing touted from the supposed point of view of the "challenge hounds" is not quite correct, and it borders on straw-man syndrome. I want to talk about the way that challenge has meaning, and why video game deaths and punishments matter, using the principle in another context: driving.
I drive the speed limit. Somehow that's a big confession. I go out of my way to drive the speed it says on the signs, whatever traffic is doing independent of me. As long as I can get into the lanes I need (sometimes this takes considerable planning ahead) for my exits, and cover my butt legally...I drive the limit.
Almost nobody else does. Ever. Barring a traffic jam, where people don't speed because they simply can't, I am the only one on the road--especially the only one in a car, rather than a big rig--who is driving the speed limit.
And what do I get for it? Other people get there faster, don't have to worry about people smashing into their rear bumpers at a speed differential of 30 mph, change lanes easily, and only very, very rarely have to deal with speeding tickets. Best case comparison, I come out about $75 on top once every three years. I am better than all these other drivers, I actually do what I signed my name to saying I would do. Nobody else lives up to their word, and they get away with their indiscretions scot-free. That really and truly pisses me off, that people who are being indiscriminate about such matters are given roughly equivalent experiences to my own, people who put almost no effort into their driving are actually having a better time of it.
That's what's going on, I think, with the issue of challenge. When people do things that are awesome or skillful or difficult, they want props. Super Meat Boy's bandages are extra challenges that give you progressive unlocks--a benefit for having done something extra-difficult. Achievements and Trophies are similar--even if they don't give a mechanical benefit, they at least are proof that you did something extra.
WoW players, to take a fairly generic (ha!) MMORPG example, want that kind of feedback. Everyone thinks about this from the point of view of the dying, but also involved in the discussion are those who didn't die. When the death penalty is lightened, you reduce the reason to be good at the game. Skill stops mattering so much, planning stops mattering so much. And in that environment, why care? Why try?
That, I think, is the issue. That is why people want harsher death penalties. They want their skill to matter, they want their survival to actually mean something. They want props for being sweet. They want a reason, a purpose to mastery. And they can't figure out a way for it to matter besides advocating harsher punishment on those who don't have the skill.
(Edited to avoid awful digression.)
I drive the speed limit. Somehow that's a big confession. I go out of my way to drive the speed it says on the signs, whatever traffic is doing independent of me. As long as I can get into the lanes I need (sometimes this takes considerable planning ahead) for my exits, and cover my butt legally...I drive the limit.
Almost nobody else does. Ever. Barring a traffic jam, where people don't speed because they simply can't, I am the only one on the road--especially the only one in a car, rather than a big rig--who is driving the speed limit.
And what do I get for it? Other people get there faster, don't have to worry about people smashing into their rear bumpers at a speed differential of 30 mph, change lanes easily, and only very, very rarely have to deal with speeding tickets. Best case comparison, I come out about $75 on top once every three years. I am better than all these other drivers, I actually do what I signed my name to saying I would do. Nobody else lives up to their word, and they get away with their indiscretions scot-free. That really and truly pisses me off, that people who are being indiscriminate about such matters are given roughly equivalent experiences to my own, people who put almost no effort into their driving are actually having a better time of it.
That's what's going on, I think, with the issue of challenge. When people do things that are awesome or skillful or difficult, they want props. Super Meat Boy's bandages are extra challenges that give you progressive unlocks--a benefit for having done something extra-difficult. Achievements and Trophies are similar--even if they don't give a mechanical benefit, they at least are proof that you did something extra.
WoW players, to take a fairly generic (ha!) MMORPG example, want that kind of feedback. Everyone thinks about this from the point of view of the dying, but also involved in the discussion are those who didn't die. When the death penalty is lightened, you reduce the reason to be good at the game. Skill stops mattering so much, planning stops mattering so much. And in that environment, why care? Why try?
That, I think, is the issue. That is why people want harsher death penalties. They want their skill to matter, they want their survival to actually mean something. They want props for being sweet. They want a reason, a purpose to mastery. And they can't figure out a way for it to matter besides advocating harsher punishment on those who don't have the skill.
(Edited to avoid awful digression.)