Four Types of Videogame Tragedy
In my last post on tragedy, The Wrong Ending, I presented what I saw as an essential problem of tragedy in videogames: an ending where things go badly is often seen by players as wrong, and therefore in need of fixing. This makes it hard for a tragic ending to seem like a valid choice for players. I also promised that I’d be back to discuss some questions I raised at the end of that post:
So how do you get a player to pick the wrong ending? More importantly, how do you get her to do that and still care?
In this post, I’ll be discussing some games that pull off tragic storylines, with varying degrees of success, and how they fit into strategies for addressing the wrong ending problem. These strategies all boil down to addressing the problem of how to keep a player from trying to fix what they did wrong. The games I discuss are ones I’m familiar with, and by no means an exhaustive set, so please do comment with other examples and strategies that don’t fit these four types. Spoilers for both Mass Effect and both Dragon Age games, Fallout 3, and the indie horror Downfall follow after the jump, although I’ll keep them as ambiguous as possible. Dan.








Recent Comments