Game Over Screens
I've always wondered what was the point of game over screens. After some thinking I realized why they were useful back in the days of arcade machines. They were used to ask players for coins to continue playing the game aka pay walls.
Fast forward to modern gaming with game consoles and PC gaming, those screens do not make sense any more. Yet, many games still have them in some shape or form.
A lot of games would present a game over screen after the players die that eventually ask them to continue or quit the game. Some other games might show off cool death animation with super special awesome effects. Other games display statistics about your play style and skill which sometimes throws players off as it shows them how bad they were at the game.
All of the above doesn't sound like something useful or productive for the player. As a player, I want to play the game without wasting time. I want to enjoy your game as much as possible. Designers should respect the players time and cherish it instead of introducing time wasting events.
Every time a gamer plays your awesome game, they are offering their time and making a connection with your product/art/craft/game. This is huge to me. I wish more designers would appreciate this more.
Imagine going out with your friends and someone introduces you to their new cool friend (the game). Your first impression is that they look nicely presentable and you want to know them more. As you start talking with them, they don’t give you their full attention and cut you through the conversation. Would you be interested in talking with this new friend again? Wouldn't you feel disappointed?
The analogy above is exactly what I feel when I play a game that wastes time and doesn't give me its full attention. So the main question is: How does a game give its players full attention?
Here’s what I think the answer is:
Don’t waste the player’s time.
Don’t overwhelm the player with too many options. Keep it simple.
Don’t make the player redo things they already done.
High quality testing. The game has ZERO game-stopping bugs.
Minimize loading times and optimize game performance. Provide visual feedback to the player when they have to wait for something to happen. Don’t leave them clueless.
In Spectrum, I tried to follow all these rules as much as possible. There are no game over screens. Dying and re-spawning is almost instantaneous. Puzzles can be continued so the player doesn't need to redo a puzzle when dying half way through. The HUD is super simple and clean. No unnecessary numbers and gadgets.
I hope you enjoyed this piece. Let me know what you think. Do you agree? or do you really like game over screens and why?
Stay Awesome.


















