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Prince of Persia's Elika redefines "dying" in a videogame

Princeelika3 Ubisoft's new "Prince of Persia" introduces a metaphysical question we don't think about very often: What does it mean to die in a videogame?

"Prince of Persia" is the rare action/adventure videogame in which the main character simply can't die (maybe the first that doesn't involve time control or "experience points" that can be lost?). Nobody really dies in most videogames in the strictest sense of the word, since they always re-appear a few seconds later (or a few minutes in the case of "Too Human," but I digress). But by the rules of the in-game narrative, they have died, and then essentially time re-starts at the last checkpoint.

In "Prince of Persia," the rules are different. The eponymous hero has a partner, Elika, a princess who's essentially a bohemian hipster with magic powers (I imagine that if she wasn't a princess, she'd sell handmade jewelry in an open-air market, volunteer at a community garden, and organize Kucinich phone banks). Every time the Prince makes a potentially fatal mistake by falling, or getting his ass kicked in a fight, she saves him, essentially doing everything we're used to in a checkpoint system except rewinding time and interrupting the narrative.

Some critics think this makes the game too easy. "Prince of Persia is one of the least frustrating games ever, because you can't die," Chris Kohler wrote in Wired. "[The designers] have eliminated the lows, but also the highs. It is free of frustration, but it is also free of joy."

Princeelika2 As others have noted, though, Elika is really just a new reset mechanic. And the fact that it's easy (I agree with Kohler about that, but it didn't really bother me, for reasons explained in my review) is not inherent to the mechanic. There's no reason Elika couldn't drop the Prince off at a smaller number of checkpoints, spaced further apart, than the most recent spot where he stood still. In fights, she could easily restore more health to the enemy when saving the Prince from his imminent doom.

Narratively speaking, Elika solves a major problem inherent to most videogames: They don't explain how characters come back to life after dying. Why is it that Master Chief and Marcus and Nathan Hale are reborn, and time rewinds, after they die? When I was playing "Left 4 Dead" last night, how is it that I re-appeared in a closet a few minutes after getting clawed to death by zombies? Is there some kind of Hindu reincarnation thing going on? Perhaps Tim from "Braid" has been secretly controlling time in every videogame?

We don't ask, because we accept that the gameplay convenience is more important than narrative consistency. When the "Gears of War" movie comes out, I doubt we'll see any characters die and then the plot re-start at a checkpoint a few minutes earlier in the film. We wouldn't accept that because, of course, narrative consistency is of paramount importance in that medium (unless Michael Bay is directing).

"Prince of Persia" takes videogames pushes the art form by confronting this issue and presenting an elegant solution. But in doing so, it introduces a new problem: In order for Elika to be able to save the Prince from situations where he can't save himself, she needs to be more powerful than him. Which forces players to ask two questions: If she can do all this stuff, why is the Prince -- and I, as the person controlling him -- bothering to try so hard? And why does Elika even need him in the first place?Princeelika

Most of "Prince of Persia" is spent running, swinging, jumping, etc. through environments to collect "light seeds" and/or get to the boss character. But if Elika can fly anywhere at anytime (go ahead and die 20 times in a row; she doesn't even get winded), it seems like she could just fly him there and save the us all the headache of running along walls and shimmying up and down those poles.

Combat is a bit more problematic. The implications in the game seems to be that Elika needs the Prince to help fight the baddies. But that's hard to buy. Many of the Prince's most powerful moves involve Elika jumping in with some magic. And, just as with him falling, she never seems to run out of power to push the enemy off the Prince and restore his health when he's about to get the whipping that, as anyone who has listened to his lame quips knows, he kinda deserves. I have a feeling that with a little more confidence, Elika could have handled every challenge in "Prince of Persia" on her own.

Of course then the game would have been called "Elika," not "Prince of Persia," and I doubt Ubisoft would have given it the greenlight.

But it leaves me asking: Is it possible to have a "dying" mechanic in a videogame that doesn't introduce as many narrative problems as it solves?

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Comments

Jeremy

Sands of Time did it much better - the Prince was relaying the story, and each death was you cocking up and getting it wrong. "No, no, that's not how it happened," he chides, and you do it again, the way it actually happened.

Come to think of it - while we're talking about essentially the same company - Assassin's Creed also had an interesting way of explaining "death". You're reliving an ancestor's life through a simulation, and when you stuff up and die die you are "desynchronised" from his memory (because he didn't actually die then).

I thought both of those were more interesting and creative (and enjoyable) explanations for revivals than Elika just restoring the Prince to the last checkpoint.

Kyo

How do you defeat the warrior king?

John Smith

Games are playgrounds as well as narratives, theyre more like structured daydreams than films or books. This means that just liek a daydream scenareos are re-imagined till you come up with the best ones.

Games that try to solve the problem end up mostly being annoying. The only games that do it well are Planescape torment, its central to the character, and System Shock 2 where you get penalised and the game is so tough it matters a lot (wheras there was no penalty in bioshock so no point)

Besides based on what skill your playing at even in fps modern games arent hard enough to kill you repeatedly or often enough to make you question it. Its also the fact that you dont feel a lack of immersion when you die in the same place multiple times, you dont have time for philoshical musings because the feelings of frustration and anger take over.

There are however some times in PC games when this happens but its not because of checkpoints its because of quicksave, but as i alluded too earlier if you need to use it that often you need to play at a lower difficulty.

However there are advantages to a deathless system like plaescape torment in that the player is gently encouraged to live with the consequences of actions rather than reloading over and over. And planescape torment is a game that doesant rely on skill it relies on story, there is some strategy in the battles but death is mainly a punishment to spur sucess.

The problems with prince of persia went deeper than the reset elika, though, mainly that the game responds oddly. This is because it ques up commands to a certain extent and gives more time to press a button before the obstacle than after wheras most give you more oppertunity than after. if anything prince of persia gets boring because it encourages laziness with easy gameplay so there is never a feeling of sucess of achivement. That and the visual indicators of sucess are too muted stylistically compared to say okami. There is also the fact that the game is so devoid of new comrtent, or simply content in many places.

Panos

See how Nethack deals with the issue. Saving also exits the game and dying is real, your character is finished and you have to begin with a new one.

That's also why Nethack has a hard core following for so many years.

Wolf

Three little words: "suspension of disbelief".

Scooter

So, obviously I can't speak to the game itself, but I do like the concept of a death mechanic that doesn't involve simply "let's pretend that didn't happen." Story and narative are very important for me, personally, and I really like the idea of a mechanic that actually works with the story instead of just interupting it.

Osama

Great post! I also heartily agree with the Michael Bay reference :P

Rob Marney

Great post. I will note that the combat team has essentially solved this problem: if you use Elika too often, she'll complain and eventually run out of power. Similarly, if you tell Elika to attack an enemy who is immune to her attacks, she'll be knocked down, forcing the Prince to walk over and revive her. It's just that you don't see these situations too often because the game is so easy in general.

Ironically, it would be simple to add a "hard mode" in a patch, development-wise. (Testing is another matter.) Combat can be fixed, as you said, by making Elika return the enemy to full health instead of restoring 20%. Platforming can be significantly amped up by making each boss's special corruption ability appear the first time you see them, instead of later on after you acquire a new power. If desired, the "desaturation" effect on required double jumps and the "scratched" texture on required wall runs could also be toned down so that more guessing is required.

Measure

I just don't understand how this post was written without any references to Bioshock.

In Bioshock, there is no death, you instantly respawn at a nearby vitachamber, and no health is restored to enemies.

As has been said before, if you don't mind spending the time, you could technically take down a big daddy with a wrench, provided you stick with it long enough and through enough respawns.

Scott

In the last three games I have bought and played (excluding sports games where you cant and shouldnt die), MGS 4 and Fallout 3 had the restart from checkpoint death. GTA 4 had you restarting from the nearest hospital, because you didnt die, just fell into a coma. I guess.

The best way to solve it is simply to have you redirected to main menu when you die. You load your game from the last savepoint, and keep going. Of course, this is pretty inconvenient, and would surely frustrate the player more than any metaphysical quandries.

It is something you dont really question because it gets in the way of enjoying the game. I will add one: How does Solid Snake or Niko carry so many guns yet still be able to run and jump?

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Chris Morris reports on the business and culture of video games and offers analysis of recent events and industry trends.
Tips and feedback are encouraged at chris.r.morris-at-gmail-com




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