iakus wrote...
Because some people seem to think that if a choice doesn't require someone dying, it's not a "tough" choice. And the more innocent the better
Billions can die an a war, and whole planets go up in flames. Races get wiped out., But if the main character manages to survive without stooping to the enemy's own methods, then the ending was "rainbows and unicorns"
Unfortunately, and speaking from my own personal experience, faceless deaths are not nearly as personal as the deaths of someone close to me. I can feel empathy that someone in New York lost a child. But it'll never make me feel like when I lost my brother.
It's a balancing act between allowing choice with a meaningful consequence, and as this thread shows I don't think it's an easy thing for a game developer to explore, since not only do people appreciate different angles of agency (whether by choices or by consequences, or a combination), but some people simply want different things out of their games.
I like escapism, but for me escapism in games is status quo. Like literature, there's a split between escapism and interpretative narratives. My favourite book is Heart of Darkness, because I found it fascinating and really made me think and frankly, I think made me mature and become a better person.
Interpretive stories in games are rarer, which innately makes them novel for me and it's the type of thing that gets me excited for a game because it's novel. I feel oversaturation with escapism, so while I can still enjoy it, I like it when a game can make me think/reflect. If the majority of game narratives were interpretive, I'd predict a preference for just making a game more escapist.
I may have biases because I'm a pretty prolific gamer and play a
lot of games. If you're someone that ONLY plays BioWare games (or at least games similar), then we're coming at this from different contexts.
As for the "tough choices," I think people gravitate towards death because death is an easy example of something that has a lasting consequence and many understand is painful for people. It may be becoming cliched though, and you could have examples were a group will face clear financial hardship, deportation/relocation, or even just the loss of a friendship.
I actually think it'd be really interesting if a companion that I really like questions a decision I make at one point, and despite getting along if I make a particular choice (that I think is the best choices to make) it may be an ultimate deal breaker for my friend. How do I reconcile supporting a friend that has been with me through a lot, yet ultimately wants me to choose something that I think may not be the best decision.
I find those interesting because they also talk to me as a person. It makes Allan Schumacher pause and go "Hmmmmm" and few games do that for me, and it's an experience that I really enjoy.
NOTE: My thought experiment is a hypothetical, and I'd like to point out that I'm not actually in charge of the narrative direction of the game, AND I -do- feel I understand perspectives such as yours, which is where "Developer Allan" comes in, even if "Gamer Allan" wants different things from games.