RuRi, on 25 September 2013 - 12:39 PM, said:
The problem I see with Sonic having lives is that it only stands to make the game longer and more frustrating to those less skilled. Yes, if you died then you might decide to get the shield on that loop, but that's if you die. It wouldn't matter how many lives you had because it's the first level which is easy, and the shield.
The main reason I see lives as being useful anymore are games based on getting the highest score on games that usually don't end or are stuck on the same area, like Pacman. That means the player does play better to get the higher score because you don't want to lose your score and end the game prematurely when you could've done better. Sonic pretty much has a end, and the player probably wants to see it. Dying and going back to the beginning either makes the player give up and not bother, or get's the player frustrated and want to try more.
And you're saying that people will only do a single playthough of Sonic? I thought the point of the original was that it was ment to be repeated with multiple playthroughs, that's why there's so many alternate paths. If you was a kid and the only game you had was Sonic 1, then you'd probably play it several times and try a new path each time. Nowadays yeah, some people don't get to finish games, but I think they'd be happier if they could play it how they want and be able to stay on track without fear of dying so much and being sent to the start, wasting their time when they just want to experience the most out of the game while they can play it.
It's just a number attached to the player's performance. Basically any of these numbers can "make the game longer and more frustrating to those less skilled" - even the inoffensive score goals in Angry Birds. And what's the point in talking about lives if we aren't talking about death? It doesn't matter which level it is for the record here, but the fact that a shield protects you from death and the value of this protection is much more objective if you link it to a number. If you hadn't a life count, a player would only be interested in the shield once he got tired of dying, which is entirely subjective. Lives can add up a lot to the game and aren't intrisically destined to padding.
And while I don't think the first playthrough is the only one people will do, it's the only one we are sure anyone will do even if the player doesn't finish the game. Furthermore,
I, for one, thought the point of the original was to let players face similar problems, but solve them in their own ways (due to Sonic's very mechanics), alternate paths being a part of this process. Sure, the Chaos Emeralds are a replay factor, but then again it's also attached to a number. You can rest assured Sonic Team could never know whether Sonic 1 was your only game or not and, if it was up to them, it wouldn't be because they'd like you to buy Shining Force as well. So that's probably not the point. Nowadays people may want many things, but a game isn't engaging if it simply says what the player wants to hear. It's a matter of how to deal with lives, not lives in themselves.
You can argue games shouldn't take you to the start or that game overs could be more meaningful, but to advocate the end of life counts and systems is to toss away a world of game and, more specifically, level design possibilities and get much less in return.