STORY DEVELOPEMENT: KILLING OFF CHARACTERS

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author=Shadowtext link=topic=1441.msg22706#msg22706 date=1215040234
author=Karsuman link=topic=1441.msg22687#msg22687 date=1215031791
Events like this force the player to adapt to a new playstyle, which can create interesting scenarios. Just need to keep it in mind and make sure the player won't hate you too much for investing in the character - perhaps giving an award for doing so.
Forcing the player to adapt to a new playstyle in the middle of a game is generally a bad idea. For the same reason you don't want to have minigames that are required to progress, you don't want to have situations where the skills and/or effort that the player has learned or used up until this point in the game suddenly mean nothing.

As I said, giving the player an award for doing so. There are many types of games that require the player to adapt to a situation - for example, FPS/action/adventure/strategy games. I don't see why this is an inherently bad idea in what I assume is a a non-traditional RPG anyway.

So yeah, I'm not saying this is right for every game. It obviously isn't. But I'd certainly disagree with you on it being inviable.
Even a lame way like FF5 works fine
I wasn't very happy when Galuf died >:(.

One thing that gave me a tear was in Breath of Fire IV, where after killing an evil corrupted creature (Mamman to be precise) as Fou Lou, it returns to it's younger normal state, and flees.
Now, later on, Fou Lou finds himself stuck in front of some in-accessable ruins in which he must venture through, but he cannot open it.
So, along comes the creature you saved, and it starts breaking the ruin door.
The creature eventually kills itself trying to open the door for you.
This brought a tear to my eye, even though you only knew the creature for about 5 minutes, it still made me sad. I suppose the combination of the music and situation that really got me going.
I suppose the music has a great effect on the player's emotion upon the passing away of a character/creature/etc.
I really like it when people die. In books, movies, TV-series...

Games? I probably would. If it ever happened. Gameplay permanent character death is something I support except for the fact that I always end up doing the whole "reload routine" if that happens. Iron Man mode is good and all but sometimes you just have to have certain people around. (usually a game balance issue. Nine times of ten you need a full party to have any chance of survival anywhere. Which is unfortunate).

Of course this topic was about story offings. Which I fully support even more so than gameplay character death because you can't reload a story offing. Except if it's an optional offing in which case the cause for it should be so far back and dependent on so many choices that reloading shouldn't be an option until you play the second time with the walkthrough that tells you "how to play the game without X dying".

Whenever important characters a killed off in books, movies and TV-series it's always pretty heavy (except in TV-series where all offings always happen near the season finale if they happen at all. This completely understandable because of contracts and stuff)

I think that if you are going to kill off major character you need to set it up so that minor characters die first. That means that you need to establish that this is an environment where people actually die. I find that this is very rarely the case in games. No one except those enemies on the world map seems to die anywhere which makes the impact of Important Character Death seem weird and out of place.

If you've established early on that people in this setting WILL die from time to time (apart from the mandatory Attack on Home in the beginning) an important death will not seem out of place.


Also my favourite deaths are the pointless ones. Some character has been captured and you have to save him before he is executed. Well guess what he was executed before you got to him. Your unit is fighting in a battle and some people died in that battle. Just pierced by a random arrow or impaled by a knight's lance.

Deaths without meaning are the best deaths. They are not part of any grander scheme but they show that death is very real and is a real threat in the world. And is something that makes the player character more careful.

Of course main characters should rarely be killed off. Everyone around him (or her) may die but not the main character. Even if he survives the strangest of events you can always think of it as the main character telling a story. Which means that he survived all of this and is now telling the story in question. There's always a couple of survivors, no matter how unlikely it may be.

Of course occasionally the point of the game is to change main characters and kill off people a bit like in some kind of relay run, focusing on an area or an object that gets passed around instead. But you should probably kill off the first main character very early on to show the player what kind of game it is. Because if you do it too far in the player will only be pissed.

So yeah. I like death. In huge amounts preferably.
author=Shinan link=topic=1441.msg23179#msg23179 date=1215557685
Also my favourite deaths are the pointless ones. Some character has been captured and you have to save him before he is executed. Well guess what he was executed before you got to him. Your unit is fighting in a battle and some people died in that battle. Just pierced by a random arrow or impaled by a knight's lance.
So what you're saying is that the player has to bust his ass to save a character who ends up dying anyway? Yeah, making a player waste his time sounds like a great way to keep them entertained.
author=Shadowtext link=topic=1441.msg23180#msg23180 date=1215558858
author=Shinan link=topic=1441.msg23179#msg23179 date=1215557685
Also my favourite deaths are the pointless ones. Some character has been captured and you have to save him before he is executed. Well guess what he was executed before you got to him. Your unit is fighting in a battle and some people died in that battle. Just pierced by a random arrow or impaled by a knight's lance.
So what you're saying is that the player has to bust his ass to save a character who ends up dying anyway? Yeah, making a player waste his time sounds like a great way to keep them entertained.

This really isn't a good way of looking at it, ST. If your player at least finds the game entertaining (which they should), they might find said event interesting even if it makes things more difficult.

Two interesting games to look at in regards to character death: Fire Emblem and Tactics Ogre. Tactics Ogre is particularly interesting because even important characters that die are removed from the plot entirely, unlike Fire Emblem, where important characters are merely 'seriously wounded' and can never fight again. Rescuing someone is always optional in Tactics Ogre - and they may or may not join you afterwards.

Interesting case study in Tactics Ogre: in one of the story routes, there is an entirely optional battle in which you are faced with a very high cliff. The enemies are, of course, on top of said cliff. It would normally be a fairly difficult battle by itself, since enemy archers and mages are numerous, but on top of that there is a hostage that has been charmed and will continue to fight you until she either dies or the boss is defeated, in which case she will be cured of her charm status (the battle continues even after the boss's death). Even worse, the enemies will attack and probably kill her within two to three hits - if you don't have well-trained ninjas and bird men with high speed, she will probably die before you even get to move. To top it off, the girl doesn't even join you IF you save her - you have to fight a band of pirates way later in the game to recruit her if you somehow manage to save her the first time.

Makes you want to let her die. Painfully. Fun, huh?
It's impossible to have a meaningless death. Even if a character is killed by a random stray arrow, their death still means something and the other characters are still going to mourn their loss. Unless they're a random NPC, then nobody cares. But even if you're going for "oh death can happen anywhere for any reason at all," you still have meaning.

Back to gameplay, I don't think death really has a place for PCs, at least not once you're really into the story. It's sort of okay early on before you really have time to invest in the character, but later... not really. Especially not once they've joined The Party. When that happens, a player assumes that they will have the character and keep them until the end of the game for whatever gameplay purposes they want, and it's a major turnoff to take them away at that point. And even if you do the bitch move of "here's another character with the same stats," in an RPG part of your investment into a character is in the character itself, so it's still not really kosher.

If they haven't joined The Party, then you can generally consider them free to kill. Of course you have to make sure that the player doesn't THINK there's a party when there's not. It's the player whose mind forms the "party" construct, anyway. But after they've joined up, you don't really have the right to kill them off, no matter how much it would contribute to the story.
As far as any character being killed in any game, or story.
As long as the death signals some type of change or event
because of it. If a character is slain and there's no
result as of it, there's no reason at all to have it.
Much like Ashramaru stated, it's important to develop
characters as the story progresses. And if the death of
said character, effects the other characters even a little,
and it's noticeable, I think the event was done properly.


Such is similar in my game's plot.
However the character killed, is a PLAYER CHARACTER.
And that character would have only been part of the party
for a short time. But throughout most of the game is
an npc who's story is integral to the game's plot.
The death of this character, effects mostly my
lead character. But this change alters his personality
almost completely, and I'm hoping that the way I
portray this is effective enough to grab my players.

~Sion
@Sion: At times I believe you and I are on the same wavelength my friend. My whole reason for making this topic was and is due to deaths heavy impact in my game. War is never something that is all rainbows and butterflies, and for once I feel as if I have created a "Kill Em' All" Game. I know some Players may be a bit turned off by the events that happen in the game, however my main point behind its creation is to tell a story, but to have a Player play through the story. Taking the opinions and responses I have heard in this topic into consideration death will be experienced in three different ways. 1) NPC Deaths, 2) Playable Character Death early on, and 3) Playable Character Deaths. The Third Occasion pops up every once in a while, mostly due to the effects of the Y-Virus in The Last Bible. But in this case when the Virus reaches 100% of the Infection I am contemplating making it Game Over, or simply killing off the Character. But in terms of Story Deaths, I will kill of some PCs, probably in the Final Fantasy 2 approach, as well as kill off NPCs. In killing off NPC's however I think I will have to go through great development. I mean when Biggs and Wedge died on FFVII who gave a shit, I mean you did meet them and see them in key events, but...I honestly didn't feel as if anything was lost, maybe it was because Cloud and Barret didn't seem to give a rats ass. In terms of Kill of Characters which are NPCs I believe a Player must not only develop the NPC, but also have their deaths affect the Players.

Think about it. If you were 16 and never touched a weapon in your life, and you killed some soldier, I'm pretty sure you would be traumatized. Or if your best friend died right in front of your eyes, I'm sure you would suffer from some Mental problems. Besides my game I would like to see more Indy (Yes, I am classifying RM2k games as Indy, because they are) games learn from the mistake of Commercial games and be a bit realistic when it comes to Death as a whole.

Well thank you for your responses as well as your opinions. This really will help me figure out how to make a War Scenario without completely making the Player hate the gameplay. As always this topic can continue to float around, and help other who run into my problem, but again thanks for your replies.

- Ash
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
author=Sion link=topic=1441.msg23186#msg23186 date=1215563417
Such is similar in my game's plot.
However the character killed, is a PLAYER CHARACTER.
And that character would have only been part of the party
for a short time. But throughout most of the game is
an npc who's story is integral to the game's plot.
The death of this character, effects mostly my
lead character. But this change alters his personality
almost completely, and I'm hoping that the way I
portray this is effective enough to grab my players.
This is not an advertising thread.
In a story-centric game (read: RPG), I say anything goes. To call it a rule that a player character should never be killed seems pretty silly to me. Sure, if not done well, it can be alienating for a player to lose invested time and possible stop playing the game. If player-character death is that important to the creator, the burden is on them to make the transition acceptable to the player (which may be impossible).

I agree that care should be taken so that the player doesn't feel like their efforts were wasted. That's where creativity of game making comes into play. I feel that replacing the dead with another character that has the same skill set is perfectly acceptable, in my opinion.

Let me put it this way: the leveling of characters and developing of abilities lies within the realm of gameplay. As long as you compensate or otherwise address the issue of lost play time, fine. The actual character is within the realm of storytelling, and the creator has free reign to do as they wish.

I agree with what has been said earlier in regards to when, or when not to kill a character off. And I disagree with just about everything Shinan said =) I don't believe in death for the sake of death, or the more the merrier. I do, however, find it ok to kill off a character for shock value, but it has to shock more than the player, it has to shock the game's characters as well. Any death capable of making a player go, "WTF!?" should have AT LEAST that effect on the game's characters, imo.

I hereby grant full creative license to aspiring storytellers to kill whom they please. Just please be tasteful =)
Random thought about PC death: Jeigans?

For non-Fire Emblem people Jeigans are characters that start off really good but have pathetic stat growth, so using them at the beginning of the game eats up valuable exp that you'll need later when they pretty much suck.

Personally, the whole "He's too good!" thing means I shouldn't use a character because they will either a) become non-playable or b) join my party much later in the game when everyone else has caught up. It just seems like there should be a penalty for taking the easy route, and making a character who's slated to die overpowered goes along with that. I mean if your gameplay is bad anyway, this is a bad idea, but if you have at least some sort of good gameplay this could be a way of saying "Hey, this is what you get for trying to bash your way through the game with one overpowered character! Now it's time to actually THINK and develop the rest of your team."

Of course you probably shouldn't make it too obvious, or the player will assume they're going to die or betray you. But I don't automatically assume stronger characters are going to die (Kratos at the beginning of ToS), so it might work out.
@WIP: Come on now man. You can't tell me I wasn't on topic.
And it wasn't for advertising purposes... :(

@Ashramaru: Do you have your game posted anywhere? It sounds interesting dude.

~Sion
@Sion: Heeding WIP's scolding, I'll make it short. Its called The Last Bible, and its on the front page. :-X

@S. F. LaValle: Yes, Shock value is something I would like to see a whole lot more of. Obviously its all about how your game is, the theme should dictate the shock feel. If you are on a Lord of the Ring-esque adventure, you may have to kill off a character, simply because in all actuality, unless your characters are "Divine" with each battle, the chance of survival should be decreased. Since I used LOTR as an example, do you remember when Gandalf died. In the book and the movie that was an extremely emotional event. Gandalf's death, and death in particular affected the characters, especially Frodo. That's what Indy Games need, that shock value, and following the shock, the over all affect it has not only on the Player but the party. If LOTR was an RPG you would lose Gandalf as a PC, sure you would be angry but in all actuality it helped the story progress. Game Play is important, but in my eyes a RPG's main purpose is Story. Now you might say why not write a Book? Well the purpose of an RPG is to Role Play, play the Role of a Character, through the highs and the lows, the bright and the dim times. Even if you lose one character whom possessed powerful Skills, I would rather have Players view it in terms of story, rather than, "Oh shit, my must powerful Character just fucking died". And in most cases the game always has something to aid you. The best example of a Story Centric game with "Death" is that of "The Way". In The Way many characters were killed off, sure you lost them as Playable Characters, but the affect on the story was greater than any skill you could have learned in my opinion.

@Jabbo: See thats the problem I have run into, I added a lot of near death experiences, however it seems difficult to make death non apparent. Perhaps removing skills, and reducing stats.
author=Shadowtext link=topic=1441.msg23180#msg23180 date=1215558858
author=Shinan link=topic=1441.msg23179#msg23179 date=1215557685
Also my favourite deaths are the pointless ones. Some character has been captured and you have to save him before he is executed. Well guess what he was executed before you got to him. Your unit is fighting in a battle and some people died in that battle. Just pierced by a random arrow or impaled by a knight's lance.
So what you're saying is that the player has to bust his ass to save a character who ends up dying anyway? Yeah, making a player waste his time sounds like a great way to keep them entertained.
There is a slight missing of the point there I think. Of course the assumption I make is that the game's story and the gameplay are fairly separate (they usually are. I'm all for integrating them as much as possible but let's be honest it never happens). How does a game sequence become less fun if the payoff at the end is the death of a character compared to if the payoff at the end is the survival of a character?

If you take the storytelling perspective offing a character or two will always affect the survivors. Their demeanor change. Their goals in life change. Everything changes. If you don't off the character things will go an as they had before. Offing is probably the easiest way of doing character development (it might be a substitute for good writing even. And usually a pretty good substitute "Everything is too static. Let's kill someone")

So yeah. It is a great way of keeping them entertained.
YDS
member of the bull moose party
2516
What people could easily do is that if a player character is killed, introduce another character and transfer the stats. ???
author=YummyDrumsticks link=topic=1441.msg23363#msg23363 date=1215709300
What people could easily do is that if a player character is killed, introduce another character and transfer the stats. ???

That's all well and good, but then it gets down to the point of why actually kill this character, if your just gonna replace them with someone exactly the same.

It needs a better point than "Look how evil my villain is, He just killed someone...oh wait nevermind."
author=Little Wing Guy link=topic=1441.msg23376#msg23376 date=1215716190
That's all well and good, but then it gets down to the point of why actually kill this character, if your just gonna replace them with someone exactly the same.

It needs a better point than "Look how evil my villain is, He just killed someone...oh wait nevermind."

Hmm, never thought about it that way. If you're serious about merging gameplay with story, that could present an interesting challenge, but it's definitely possible without alienating the player or ruining the story. That sounds like a good point in a story to shift to a different scenario if the story calls for it; take control of a character that wasn't with the rest of your party, who picks up one or more new characters that you level and build for a bit, or even just start up with a completely new character and provide some hunting grounds to help get them caught up with the rest of the party. Really limitless possibilities.
author=Shinan link=topic=1441.msg23292#msg23292 date=1215637590
author=Shadowtext link=topic=1441.msg23180#msg23180 date=1215558858
author=Shinan link=topic=1441.msg23179#msg23179 date=1215557685
Also my favourite deaths are the pointless ones. Some character has been captured and you have to save him before he is executed. Well guess what he was executed before you got to him. Your unit is fighting in a battle and some people died in that battle. Just pierced by a random arrow or impaled by a knight's lance.
So what you're saying is that the player has to bust his ass to save a character who ends up dying anyway? Yeah, making a player waste his time sounds like a great way to keep them entertained.
There is a slight missing of the point there I think. Of course the assumption I make is that the game's story and the gameplay are fairly separate (they usually are. I'm all for integrating them as much as possible but let's be honest it never happens). How does a game sequence become less fun if the payoff at the end is the death of a character compared to if the payoff at the end is the survival of a character?

If you take the storytelling perspective offing a character or two will always affect the survivors. Their demeanor change. Their goals in life change. Everything changes. If you don't off the character things will go an as they had before. Offing is probably the easiest way of doing character development (it might be a substitute for good writing even. And usually a pretty good substitute "Everything is too static. Let's kill someone")

So yeah. It is a great way of keeping them entertained.
First of all, when a plot twist causes the events leading up to it to not have made any difference, it's called a shaggy dog story, which is generally derided as a fairly mediocre device for storytelling, be it serious or comedic. The events leading up to the conclusion (of this particular arc, at least) were meaningless. And if they were meaningless, there's no reason your reader should be subjected to them. You may as well just kill the character out of the blue, like from an aneurysm or something: you will have had just as much emotional effect and you won't have wasted the audience's time to get to it.

You ever see the ending to St. Elsewhere? That's essentially what we're talking about here.

More to the point, ever see the ending to Evangelion? (Any of the endings, really) Or read the ending to Mostly Harmless?

Secondly, separating the gameplay from the story in a video game is like separating the words from the story in a novel--it's the very essence of the medium. Any sort of rationalization about the difficulty of avoiding it is just that: rationalization. If gameplay and story aren't integrated, it's because the writing team and the game team failed to communicate properly; if the whole thing's handled by one person, there's no excuse other than lacking the skills necessary to do it well.

Well I take it back. There is another excuse, but it's not a good one. The guy who made the game really wanted to write a book or a movie or something, but for some reason or another, made a game.
Never ever kill off player characters, only big NPCs. People spend hours upon hours of increasing player characters. Have them turn, but killing is so finalized.
It depends entirely on the story. Some stories lend themselves to having someone die better than others do. But in the end it's up to the designer - would that death really add anything to the story? Unless it direcly benefits the story, I don't think Killing off chararcters is justified.

It's true you probably shouldn't kill off teh main character, but there are a few exceptions to that. Kill him off, but let him come back, either in God Of War style, or mystic revival ceremony. Kill him at the start, and make the story about him trying to come back to life (I've seen this somewhere but I don't remember where). Or kill him off during the end cutscene, either in the style of Shadow Hearts: Covenant, or in such a way that another party member swears revenge and leaves you open for a sequal. :P
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