Chris Priestly wrote...
Interesting thread. I'm not going to talk about who, if anyone, does or does not die in ME3 (notice how I skirted that? Didja? I'm a professional obfuscator), it is interesting for discusison. So, in your opinions, what IS an "emotional death"? Off the top of my head, thinking of recent Sci-Fi films, there are basically 2 sorts of "death".
One is the "Spock". When, as in Wrath of Khan, you get an emotional death where the person knows they are about to die or are dying and say a goodbye of some sort.
The otehr is the "Wash". Where you don't see the death coming, as in Serenity, so when it happens it is a huge blow to the heart that someone you care about has been killed.
What do YOU mean when you want an emotional death?

Emotional death is simple, it's any death I care about. But what makes me care?
The most important thing is of course to have fully realized characters with depth and personality. This should be a no-brainer but games and stories sometimes get it wrong anyway by killing of complete nobodies and expect the audience to care - yes I'm looking at you DA2

Copying real life emotions can be powerful as well. I think the most common emotions we go through in real life when faced with death are those of loss, blame and unfinished business.
The feeling of loss can manifest itself in many ways. In real life it's a very complex psychological feeling that games probably can't or shouldn't try to copy in full. Parts of this feeling can be copied though. Loss is basically the feeling that we used to have something and now we don't. The emotional loss will carry over automatically if we care about the characters, but the emotional loss can be increased if combined with a practical loss as well:
"
Ben's fireball spell would have been handy here, and he was a really cool guy too *sob*"
As a player we may notice the lack of a game mechanic at first, and then linger on the personality. This may even trigger the emotion of guilt: "
Why do I care about fireballs when Ben is dead". I'm exaggerating the emotional impact a bit here it's just a game after all, but I think the 'mechanics' of these emotions are similar in fiction.
Death and guilt always go side by side. It's something most people don't want to talk about, maybe for a good reason. Normally when bad things happen we rationalize and ponder if we could have done things better. Thats a sound reaction when we are in control, but useless when we're not.
Guilt can be turned outwards: "
You were his commander, why didn't you save him?", or inwards "
I should have saved him." The first case is easy to recreate in a game through dialogue or other communications. The second case is a bit more tricky if we can go back in time and change events, which we often can through reloading. Thats probably why death in a game is often an inevitable event where players are out of control, as in Virmire for instance.
'Unfinished business', 'Loose ends'. I wasn't sure how to describe this with a simple word. Death is always inconvenient. It always happens at an impractical moment. There is no such thing as a good day to die, tomorrow would always be better. If recreated in a game this is probably the emotion that would make completionist players like me scream in frustration, but thats not necessarily a bad thing. ;-)
I imagine a game could have a side mission that can never be completed because an important character dies before it is done. A less frustrating variation could be dialogue options left unexplored, or loot designed for that particular character to appear after the death. Imagine a vendor sending a special delivery for a character that died, with the note: "Here is the new armour you ordered".
Of course not all deaths needs to be emotional, but it needs to serve a purpose.
Modifié par Bostur, 02 septembre 2011 - 08:10 .