Though you did "die" in BioShock, you were revived seconds later, the only penalty being the necessity to walk back to wherever it was you were. Prince of Persia's death is similar, but instead of making you walk back, you're pulled back up. Fable II has a similar system: once your life runs out, you're knocked down, lose experience, and get back up. I'm not so sure I love games becoming easier, but the general trend in the industry is straying away from killing the player.
I also feel the BioShock comparison is invalid, considering many elements of Prince of Persia that we are aware of. Prince of Persia is an adventure/platforming title, and enemy encounters are cinematic and limited. BioShock, on the other hand, is an action first person shooter. To ramp up the difficulty in Prince of Persia would be a difficult task, as it would require either increasing the number of enemies (which would contradict their design philosophy) or making the encounters longer and harder (That's what Elika said) which, from what I have read, would only make things more tedious. Increasing BioShock's difficulty level is quite simple, make the player's abilities less effective, make enemies stronger and more numerous.
One thing we all must realize is how different games can be from one another. I'd be the first to declare blasphemy if Konami were to announce Contra 5, and planned to make it a much more accessible game where the player never died. As the industry expands, we'll likely see more varied methods of handling life and death in games, and it is for our benefit. Some games truly aren't about repetition, defeat, and punishment. True, it is a staple of the art form that all of us are very accustomed to, but open your mind a bit, and you might find yourself enjoying games that aren't so challenge. Don't get me wrong, I love a good challenge, and quite often begin games on higher difficulty levels. I can, however, enjoy games for whatever they bring to the table, and if teeth-grinding difficulty only holds a game back, then it isn't necessary. Let's play games before we deem them unfit (or, on the contrary, fit, making me the bad guy).
Posted 1 month ago
Though you did "die" in BioShock, you were revived seconds later, the only penalty being the necessity to walk back to wherever it was you were. Prince of Persia's death is similar, but instead of making you walk back, you're pulled back up. Fable II has a similar system: once your life runs out, you're knocked down, lose experience, and get back up. I'm not so sure I love games becoming easier, but the general trend in the industry is straying away from killing the player.
I also feel the BioShock comparison is invalid, considering many elements of Prince of Persia that we are aware of. Prince of Persia is an adventure/platforming title, and enemy encounters are cinematic and limited. BioShock, on the other hand, is an action first person shooter. To ramp up the difficulty in Prince of Persia would be a difficult task, as it would require either increasing the number of enemies (which would contradict their design philosophy) or making the encounters longer and harder (That's what Elika said) which, from what I have read, would only make things more tedious. Increasing BioShock's difficulty level is quite simple, make the player's abilities less effective, make enemies stronger and more numerous.
One thing we all must realize is how different games can be from one another. I'd be the first to declare blasphemy if Konami were to announce Contra 5, and planned to make it a much more accessible game where the player never died. As the industry expands, we'll likely see more varied methods of handling life and death in games, and it is for our benefit. Some games truly aren't about repetition, defeat, and punishment. True, it is a staple of the art form that all of us are very accustomed to, but open your mind a bit, and you might find yourself enjoying games that aren't so challenge. Don't get me wrong, I love a good challenge, and quite often begin games on higher difficulty levels. I can, however, enjoy games for whatever they bring to the table, and if teeth-grinding difficulty only holds a game back, then it isn't necessary. Let's play games before we deem them unfit (or, on the contrary, fit, making me the bad guy).