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	<title>Comments on: Trauma and Consequences in Narrative Games</title>
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	<link>http://www.geekstudies.org/2007/04/trauma-and-consequences-in-narrative-games</link>
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		<title>By: Geek Studies &#187; Blog Archive &#187; More on Death in Games</title>
		<link>http://www.geekstudies.org/2007/04/trauma-and-consequences-in-narrative-games/comment-page-1#comment-933</link>
		<dc:creator>Geek Studies &#187; Blog Archive &#187; More on Death in Games</dc:creator>
		<pubDate>Thu, 06 Mar 2008 17:27:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/2007/04/trauma-and-consequences-in-narrative-games#comment-933</guid>
		<description>[...] on protagonist death and failure in video games (which I&#8217;ve written about in a few posts here). Feel free to let me know if you&#8217;d like to grab a cup of coffee and chat about geeky (and/or [...]</description>
		<content:encoded><![CDATA[<p>[...] on protagonist death and failure in video games (which I&#8217;ve written about in a few posts here). Feel free to let me know if you&#8217;d like to grab a cup of coffee and chat about geeky (and/or [...]</p>
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		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2007/04/trauma-and-consequences-in-narrative-games/comment-page-1#comment-176</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Wed, 29 Aug 2007 20:49:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/2007/04/trauma-and-consequences-in-narrative-games#comment-176</guid>
		<description>As I revisit this post for a proposal I&#039;m submitting to a conference, I think it might be worth responding to this statement:

&lt;i&gt;In Final Fantasy VII, Aeris had to die as part of the plot, but I wonder if it’s possible to make the player feel even more guilty by making the death of a compatriot seem preventable.&lt;/i&gt;

&lt;b&gt;Yet another spoiler:&lt;/b&gt; Actually, this is exactly what happens in &lt;i&gt;Metal Gear Solid&lt;/i&gt;, when you need to push a button really fast to withstand torture. I felt really bad the first time I played because this minigame is a turning point in the overarching narrative, where failing means the death of an ally. (I reset it after losing rather than playing through with that failure on my conscience.)</description>
		<content:encoded><![CDATA[<p>As I revisit this post for a proposal I&#8217;m submitting to a conference, I think it might be worth responding to this statement:</p>
<p><i>In Final Fantasy VII, Aeris had to die as part of the plot, but I wonder if it’s possible to make the player feel even more guilty by making the death of a compatriot seem preventable.</i></p>
<p><b>Yet another spoiler:</b> Actually, this is exactly what happens in <i>Metal Gear Solid</i>, when you need to push a button really fast to withstand torture. I felt really bad the first time I played because this minigame is a turning point in the overarching narrative, where failing means the death of an ally. (I reset it after losing rather than playing through with that failure on my conscience.)</p>
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		<title>By: Jason Tocci</title>
		<link>http://www.geekstudies.org/2007/04/trauma-and-consequences-in-narrative-games/comment-page-1#comment-83</link>
		<dc:creator>Jason Tocci</dc:creator>
		<pubDate>Mon, 11 Jun 2007 21:46:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/2007/04/trauma-and-consequences-in-narrative-games#comment-83</guid>
		<description>&lt;a href=&quot;http://www.xbox360fanboy.com/2007/05/21/molyneux-hints-at-next-big-fable-2-announcement/&quot; rel=&quot;nofollow&quot;&gt;Xbox 360 Fanboy reports&lt;/a&gt; that &lt;i&gt;Fable 2&lt;/i&gt; may be introducing a novel approach to death in games. Must keep an eye on that...</description>
		<content:encoded><![CDATA[<p><a href="http://www.xbox360fanboy.com/2007/05/21/molyneux-hints-at-next-big-fable-2-announcement/" rel="nofollow">Xbox 360 Fanboy reports</a> that <i>Fable 2</i> may be introducing a novel approach to death in games. Must keep an eye on that&#8230;</p>
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		<title>By: Jordan</title>
		<link>http://www.geekstudies.org/2007/04/trauma-and-consequences-in-narrative-games/comment-page-1#comment-40</link>
		<dc:creator>Jordan</dc:creator>
		<pubDate>Mon, 30 Apr 2007 18:14:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.geekstudies.org/2007/04/trauma-and-consequences-in-narrative-games#comment-40</guid>
		<description>&lt;i&gt;Please feel free to chime in if you have examples of other games that effectively inspired an emotional response&lt;/i&gt;

(This comment has some spoilers about older Final Fantasy games, but they are older than FF VII so if you didn&#039;t mind reading about Aeris&#039;s death in the post then you&#039;re probably OK to read on)

Aeris&#039;s death frustrated me alot.   I remember thinking things along the lines of &quot;this shouldn&#039;t be happening, this &lt;i&gt;can&#039;t&lt;/i&gt; be happening&quot;.  Maybe this frustration was because it was sort of novel to have a &quot;main&quot; character get murdered in front of my eyes, or maybe because I just didn&#039;t like the forced failure.

I definetely had an emotional reaction when Palom and Parom (the twin wizards) voluntarily turned themselves to stone to save your group in Final Fantasy IV.  I can even remember the music that played at that scene.  Thinking about it now actually made my eyes water.  (Wow... that&#039;s weird).  Anyways, this was also forced failure, but it somehow felt better since they did it voluntarily, so it feels more like it was your choice, since you were on the same team...

Final Fantasy VI had some good examples as well.  There&#039;s a scene where you&#039;re on a floating continent that is crashing towards the earth, and you&#039;re given the choice to wait for the auxilliary character &quot;Shadow&quot; or to leave him and get to safety.  I don&#039;t think that there is any harm in waiting for him, but if you don&#039;t wait I think he actually does die.

Now that I think of it, most of the FF games have momments like this.  I guess that&#039;s why I play them.

I like your idea of having to make a choice between saving the life of one character or another, and it might be interesting to be forced to choose between a more &quot;powerful&quot; character and one who has some emotional connection (a love interest, for example)...  Or maybe the choice you make could have an impact on who does or does not become your enemy in the future.</description>
		<content:encoded><![CDATA[<p><i>Please feel free to chime in if you have examples of other games that effectively inspired an emotional response</i></p>
<p>(This comment has some spoilers about older Final Fantasy games, but they are older than FF VII so if you didn&#8217;t mind reading about Aeris&#8217;s death in the post then you&#8217;re probably OK to read on)</p>
<p>Aeris&#8217;s death frustrated me alot.   I remember thinking things along the lines of &#8220;this shouldn&#8217;t be happening, this <i>can&#8217;t</i> be happening&#8221;.  Maybe this frustration was because it was sort of novel to have a &#8220;main&#8221; character get murdered in front of my eyes, or maybe because I just didn&#8217;t like the forced failure.</p>
<p>I definetely had an emotional reaction when Palom and Parom (the twin wizards) voluntarily turned themselves to stone to save your group in Final Fantasy IV.  I can even remember the music that played at that scene.  Thinking about it now actually made my eyes water.  (Wow&#8230; that&#8217;s weird).  Anyways, this was also forced failure, but it somehow felt better since they did it voluntarily, so it feels more like it was your choice, since you were on the same team&#8230;</p>
<p>Final Fantasy VI had some good examples as well.  There&#8217;s a scene where you&#8217;re on a floating continent that is crashing towards the earth, and you&#8217;re given the choice to wait for the auxilliary character &#8220;Shadow&#8221; or to leave him and get to safety.  I don&#8217;t think that there is any harm in waiting for him, but if you don&#8217;t wait I think he actually does die.</p>
<p>Now that I think of it, most of the FF games have momments like this.  I guess that&#8217;s why I play them.</p>
<p>I like your idea of having to make a choice between saving the life of one character or another, and it might be interesting to be forced to choose between a more &#8220;powerful&#8221; character and one who has some emotional connection (a love interest, for example)&#8230;  Or maybe the choice you make could have an impact on who does or does not become your enemy in the future.</p>
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