One Life. Because the internet isn’t mean enough.

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In DayZ, Rust, or other hardcore survival games, one of the more interesting dynamics are the way people treat each other. Because death usually means losing everything gathered up to that point, players will act in embarrassing ways to avoid the hardscrabble climb from nothing. No one wants to lose hundreds of hours worth of stuff, so dancing a jig, begging on your knees, or doing whatever the more powerful player wants you to do is a small price to pay to keep your meager belongings. Sometimes you get to leave the encounter with only a few things pilfered, and sometimes you get force-fed drain cleaner for your trouble. Restart! If that seems horribly cruel, imagine a whole game built around that player interaction.

When the enemy is defeated, you decide his fate. Forgive, humiliate, finish off, take everything he has it’s your choice. Saved the life of some loser? Take them captive and make them work it off. They will do everything to be free again. No other game will give you this feeling of power over other people.

Freedom of choice: kill, take captives, make others work for you or help those who need it.
Live communication: voice and text chat to see and hear screams of rage or cries for help.
“Full Loot” system: take everything your defeated enemy has.

That’s One Life, a game that uses players being jerks as the foundation for its gameplay. The hook? Every player has one in-game life. Just one. Get perma-killed by the environmental hazards or another player and that’s it. Your copy of the game’s client becomes inoperable and you’re out forever. The idea is that players will value their virtual lives more than in other games of the genre and act accordingly. Oh, and you can pee on other player characters. Because wasting their $10 (the price of the preorder) isn’t bad enough.

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