Dead Space: scarcity is scary, not storage

Isaac, low on ammunition, faces a black Slasher in “Dead Space”

Dead Space aims to be scary. Its creators went to great lengths to create a spooky atmosphere, to make the player feel tense and, at moments, panicked. Its play, characters, environments, sounds, and user interface are designed to support such feelings.

Unfortunately, some aspects of the game undermine its scariness. Particularly, its way of providing the player with ammo and its storage system spoil opportunities to make the player feel desperate. Dead Space tries to convince the player that items are scarce, but does not deliver on the threat. Instead, it keeps the player well supplied and safe from making meaningful choices about what she carries. Monsters aren’t so scary when the player has a full clip.

Ammo, ammo everywhere

Early in Dead Space, tutorials and tips encourage the player to conserve ammunition. This advice is not useful: there is a lot of ammo in the game world. The player doesn’t need be too careful, as she can expect to find ammunition throughout the environment in boxes, lockers, and corpses.

Not only that, the player can expect to find exactly the kind of ammo she needs. There is a system that monitors the player’s inventory and sprinkles just what she needs a few rooms ahead of her. If she’s carrying the line gun, she’ll find more line racks. When the player drops or sells the line gun, line racks are nowhere to be found.

As it is, the player is not made to worry about being careful with her shooting. Firing at monsters’ weak spots is more a matter of efficiency than of conservation. Ammunition isn’t valued as highly as it would be if it were harder to come across.

The adaptive system could have been tuned to keep the player just barely capable of surviving: spawning ammo only when the player’s supply is very low. When the player is well-enough equipped, perhaps it could spawn ammunition for weapons the player does not carry, or lock some boxes and lockers.1

Storage is too safe

Vending machines in Dead Space provide access to a personal storage space. Since ammo is abundant and storage available, the player is not likely to ever have to trade-off, say, four shots of the line gun for more stasis energy: the line racks can be kept for a rainy day. The decision to carry, drop, or sell an item can be put off by storing the item for later use.

Instead of encouraging pack rats, Dead Space should make the most of the tension that “comes from managing very limited resources.” If the player has a lot of items, she should be made to decide which are most important. This will make managing her inventory meaningful, and create a better sense of being alone, of getting by with the skin of her teeth (and the few medikits in her inventory).

  1. This is not an easy thing to get right. I do not know whether or not the system is already tuned to do this and is simply more forgiving than I would like it to be.

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2 Responses to “Dead Space: scarcity is scary, not storage”

  1. Tom says:

    It’s interesting that you found this to be the case. In the later game, on Hard mode, I had a lot of trouble with lack of ammo. I ended up making every shot count, using every gun as efficiently as possible, for fear that my failure to do so would irreversibly break my game.

    I eventually got to the giant cargo hold where you have to move the artifact, fight off hordes of enemies, and fight the giant tentacle claws. I had to quit and restart in normal, because I had no money, an abundance of force gun ammo, and nothing else. Needless to say, the force gun is *extremely* ineffective against the large, distant claws.

    So it may have started out like a shooter, but it sure as hell finished as a survival horror game with a great limited resource/management setup :)

  2. Lucas says:

    I’ve used general terms here, but it could be that my criticisms only hold in my case.

    Playing punishing games in the past may have trained me to check the environment thoroughly for ammo. Other players may not (be expected) do that.

    I also only owned two or three weapons at a time. Had I owned more, it seems plausible that the spawn-what’s-needed system could’ve kept me with only a passable supply of ammo.

    I don’t mean to imply that you’re impatient or less decisive, Tom. I mean, I played on normal.

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