RuRi, on 23 September 2013 - 11:30 AM, said:
But couldn't you argue that with having limited lives, the player is more scared to try alternate paths and would stick with the safest one they know rather than risking it?
...No. This is not the second run we are or should be talking about, because those are reserved for the more dedicated players. Lives can be important exactly to encourage exploration when everything is a discovery (I.e.: in the first playthrough), because there is the possibility of dying and, because of it, trying to find another way to finish the level.
Lives, you see, are a key component of Sonic's approach to level design. Not only because of the enhanced fear of the menacing elements, but because of the enhanced desire of what might give you prevention against them. What's the point of rings - for instance - if you will always have at least 100 of them? If rings are scarce and lives matter, rings become a more important positive stimulus than, say, speed or score. A game is not about enhancing your performance, but about
playing it. That means the stimuli should be there by itself and subject to a player's desires while still trying to influence them. So a life system is important to make the player have to choose multiple times and have different variables put into account each time.
The arcade game design philosophy was indeed based on generating fun through frustration, as the main source of pleasure came from surpassing your own or some else's limit - represented by the game over. Even though this approach is made more difficult in home consoles, lives do mean something else in home and essentially get-to-the-finish games. I will give you an example:
See that shield above the loop? The force with which this stimulus can drive you away from your natural behaviour (going forward) is proportional to the danger you sense ahead. If you get rid of lives, you will only try and get that shield when you might as well try to lick your own elbow. If we do have a life system, though, the last life will make a search for a path to get that shield almost mandatory (and we do have a checkpoint not far from here). I don't intend, of course, to put exploration as good in itself, but consider how much this process leads the player to get better (which will make him less prone to die later on); how he will explore the mechanics of the game in a more meaningful way, which can also help him dealing with further challenges in a creative way; and still bring back that kind of fun augmented by one's own previous frustration.
Sure, modern games may not be able to have the life system we know due to their length and their possibilities, but that definitely doesn't mean we should throw its advantages away. We can always reinvent it by using per-level lives, new ways with dealing with death, making penalties based on other variables etc.
This post has been edited by Palas: 23 September 2013 - 10:15 PM