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Why platform games now focus on unlimited lives?

Started by July 02, 2015 08:08 PM
79 comments, last by Thaumaturge 9 years, 7 months ago

Platform games with no lives often tend to break up the game into small, bite-sized chunks of action that require extremely precise execution. Platform games with lives tend to have longer levels that not only test the player's coordination, but also their endurance, and their ability to react to unforseen situations. In games with lives, your performance in one section can have a big impact on the next section- if you burn up most of your lives in the first level of the world, then you'll be walking on eggshells for the rest of the world. In games with no lives, each section is totally independent. Games with lives can feel more coherent, and have a more high-stakes feel due to the possibility of getting sent back a ways if you lose all your lives.

I prefer my platformers to have lives!

That's exactly my point. The mechanic makes you feel alert and makes you want to try it seroiously. Having unlimited lives really doesn't do any of that. It just makes you angry that you have to do the whole section again even if there are checkpoints and the player doesn't feel like learning a lot here.


That's exactly my point. The mechanic makes you feel alert and makes you want to try it seroiously. Having unlimited lives really doesn't do any of that. It just makes you angry that you have to do the whole section again even if there are checkpoints and the player doesn't feel like learning a lot here.

I have no objection to the idea that having unlimited lives makes the game worse for you, or for krstefan42. What I'm trying to convey to you is that different people may experience games differently to you. The fact that a given situation makes you angry doesn't mean that it will make all others angry; others might actually like it. Indeed, just as krstefan42 has posted sentiments similar to yours, others have posted experiences that run the other way.

Again, look at me and roguelikes: the use of "to-hit" rolls in roguelikes frustrates me, but I gather that it's an integral part of the fun for others. How is the matter of unlimited lives any different?

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