Immortality Should Be an Option in Every Video Game
Death, it seems, is everywhere. From the resurgence of Covid-19 thanks to the Delta variant and low vaccination rates to the effects of climate change ravaging our communities, everything is a reminder of humanityâs own mortality, its own fleeting existence. Itâs no wonder, then, that Ratchet & Clank: Rift Apart is the perfect game for right now: Play it right, and youâll never die.
Letâs clarify what âplay it rightâ means. Itâs not about being so good you never get your ticket punched. Far from it. Instead, itâs about turning on the immortality-in-combat option, ensuring you wonât die in a fight. Yes, this sounds like taking it too easy, but hear me out: This isnât about avoiding a challenge. Challenge is good; it pushes gamers to do things they might not be great at. Itâs how people master new button combos, improve their aiming skills, develop faster reflexesâ"all things that turn them into ace gamers. Itâs incredibly satisfying.
Fearing death, on the other hand, can cause a lot of anxiety. That little health bar feels like being tied to train tracks after 10 cups of espresso. Itâs actually why I shy away from Mario gamesâ"Iâm not very coordinated and I die way too often (thanks, koopas!). Itâs not satisfying. Being able to turn on immortality the way players can in Rift Apart simply makes one part of the game easier and ensures that aspect isnât a constant stressor. In a world where Iâm already too aware of my own impermanence, and where everyday life brings new dangers, itâs comforting to be able to live forever in Ratchet & Clankâs interdimensional world.
Moreover, the new Ratchet & Clank isnât even really about combat. It has plenty of puzzles and the gameplay is quite complex. To say that turning off death removes all of its challenges is an insult to how much goodness Insomniacâs writers and developers put into this game. And you can still dieâ"you can fall off ledges quite easily. Being âimmortalâ in Rift Apart just removes one very specific kind of anxiety to allow for enjoyment of the rest of the game. Unless dying often is an expected part of gameplay and integral to the experience (in which case let me know beforehand so I can avoid it like the plague), every game should have this option. At a minimum, any AAA title should include it, if only to make the game accessible to as many people as possible (indie games have smaller budgets, so they donât always have the resources to finesse these customization options). Itâs great to have difficulty levels, but being able to customize your gaming experienceâ"whether thatâs immortality, auto aim assist, switching button holds for pressesâ"is often what elevates the experience from mediocre to mind-blowing. Video games arenât a one-size-fits-all experience, and no one should expect them to be.
For me, this is simple: I donât want to die all the time. Like many, Iâm bad at combat in games, so being able to toggle immortality and button-mash my way through these battles without worrying about my characterâs health makes fighting fun. I donât have to worry about my entertainment triggering my anxiety or making me even more panicked than I was before I picked up the controller. The world is stressful enough; video games shouldnât serve to make it worse.
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