Quote:Original post by Taolung Okay, so my point of all this is just that this was an in-game tragedy that affected me emotionally, as a player, yet made perfect sense within the context of the game. The rest of the game I had an even deeper hatred of the Kilrathi, and every ship I destroyed was accompanied with the thought, "That one's for Maniac, you bastards!"
I associated with the in-game tradedy, and I thought it was great - but it wasn't part of the "story" of the game. It wasn't a scripted event. That battle could have gone entirely differently. |
Okay, I should have made an exception for combat tragedy. Good point.
I can't really explain it right, but what I'm trying to get at involves more mundane tragedy. A combat death is embued with honor, nobility and even dignity in our culture.
Imagine, OTOH, that you have an in-game spouse that's away on a scientific mission that's lost. For some time, you don't know if she's dead. Then you get confirmation, and your character goes from worry to grief.
You can't avenge an accident or fate. Even if the story (stealing from Babylon 5) later reveals that this was all part of a plot, which you CAN avenge, it's a tough sell in the interrim.
In general, this ties in with an idea I've posted about before, that it's VERY hard to make setbacks palatable. I keep exploring this idea because I'm curious about the limits of drama, and this looks like a high barrier.