Hmmm... Whilst I agree that dying in adventure games does not always have a point (Simon the Sorcerer is an excellent example, leaving you free to try all sorts of silly things with humorous comments from Chris Barrie), sometimes - SOMETIMES - it does work. I remember one of my favourite sections of Broken Sword 2 was after the British Museum, where you were trying to get aboard the little tug boat to listen in on someone's conversation. The events were happening in real-time, a guard stood at one end of the boat and another patrolling round. You had to time your moves in the point n click interface to hide on the roof of the boat, wait for the guard to pass, quickly get down and open a storage room door, climb back up (which could only just be done in time), then we he investigated it shut the door on him, pick up the nearby mop and ram it in the door handle. The first time I did all of that, it was so intense and took me so many tries (if the guard sees you, he shoots you - game over) I just thought it was brilliant and soooo satisfying to solve. In this instance, being able to die in a point n click game was brilliantly 'executed' :wink:
As I've mentioned before, Dizzy for me is about the whole package. I love puzzle games, I love them to death I really do. I love the satisfaction of figuring out the conundrum laid before you before moving onto the next one. But I love every element of Dizzy games: The puzzles, the platforming and the various threats. To me it's not just about the puzzles. If you remove the platforming and remove the threat, it's just not really Dizzy. The only example I can think of where it's appropriate is Jamie's excellent Dizzy Legends series. The traps could be removed and you would still have a great puzzle game. But then, that game plays like no other Dizzy game does it?
For your standard side-on flick-screen platform puzzler I think Dizzy needs to have his lives. I remember getting halfway through Magic Land and being on my last life, and the thrill of avoiding the nasties and not falling in the water made the second half of the game very tense and very fun! I also enjoy the platforming very much, and I would like to see more platforming challenges in Dizzy games. Trying to get to the top of a complex treehouse to finally reach THAT item you need, performing near pixel perfect screen-to-screen jumps only enhance the pleasure for me, and knowing that if you miss the jump you're going to land in the sea and die makes it even better.
I think without that you lose something.
So, in response to DeeJay, that's my take on Dizzy games and what they represent for me.
{dizzy}:cool: