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<blockquote data-quote="EzekielRaiden" data-source="post: 9269798" data-attributes="member: 6790260"><p>Yeah. And breaking from that pattern has serious consequences, as the whole "anyone can die!!!1!1!!one!" trend revealed. When absolutely anyone can die, meaning every arc is in constant danger of becoming a <em>pointless waste of invested time</em>, audiences feel that thrill maybe once or twice of genuinely being unsure if something will pan out...and then begin to disengage. It's why pretty much every major TV show that followed that trend caved on it, sooner or later. We engage with stories because we want to see them go somewhere.</p><p></p><p>Games, where the stakes are personal, can accommodate other spectra of consequences--and can hold investment for other reasons. Some of those reasons don't appeal to everyone (hence the threads about not always using death as a consequence, or as I put it, not using random+permanent+irrevocable death), so you still see some back-and-forth. But you can't just presume that the ways of scripted storytelling will work for unscripted, extemporaneous, improvisational media like TTRPGs.</p><p></p><p></p><p>Valid and enjoyable <strong>for some players</strong>, but not all. Which is why games have a spectrum of options for dealing with it.</p><p></p><p></p><p>Yes. But we should keep in mind that "utterly beef it" =/= "die randomly and ignominiously with no resolution." Death absolute, with no further story potential other than by proxy, can be exciting <em>for some</em>; for others, it can be dull as dirt. Building ways to adapt, exploring more meaning- and context-based consequences, and making sure that consequences still linger and matter in ways other than "and now you stop playing that character and that story basically didn't even matter (except by proxy)" is good and healthy...and something that also doesn't really apply to scripted media, where consequences are fully in one person's control at all times.</p><p></p><p></p><p>Hmm. Perhaps. Video game movies <em>can</em> be good. I've heard at least one of the <em>Prince of Persia</em> games got some good ones. And I could see the new God of War games getting a cinematic adaptation, though it would have to be 3D animated. I'm so completely sick of the modern trend of trying to squeeze every animated thing under the sun into a live-action remake and having 95% of them crash and burn because it turns out animation actually does have artistic value and JUST remaking something with live actors <em>really can just mean a bad remake.</em></p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9269798, member: 6790260"] Yeah. And breaking from that pattern has serious consequences, as the whole "anyone can die!!!1!1!!one!" trend revealed. When absolutely anyone can die, meaning every arc is in constant danger of becoming a [I]pointless waste of invested time[/I], audiences feel that thrill maybe once or twice of genuinely being unsure if something will pan out...and then begin to disengage. It's why pretty much every major TV show that followed that trend caved on it, sooner or later. We engage with stories because we want to see them go somewhere. Games, where the stakes are personal, can accommodate other spectra of consequences--and can hold investment for other reasons. Some of those reasons don't appeal to everyone (hence the threads about not always using death as a consequence, or as I put it, not using random+permanent+irrevocable death), so you still see some back-and-forth. But you can't just presume that the ways of scripted storytelling will work for unscripted, extemporaneous, improvisational media like TTRPGs. Valid and enjoyable [B]for some players[/B], but not all. Which is why games have a spectrum of options for dealing with it. Yes. But we should keep in mind that "utterly beef it" =/= "die randomly and ignominiously with no resolution." Death absolute, with no further story potential other than by proxy, can be exciting [I]for some[/I]; for others, it can be dull as dirt. Building ways to adapt, exploring more meaning- and context-based consequences, and making sure that consequences still linger and matter in ways other than "and now you stop playing that character and that story basically didn't even matter (except by proxy)" is good and healthy...and something that also doesn't really apply to scripted media, where consequences are fully in one person's control at all times. Hmm. Perhaps. Video game movies [I]can[/I] be good. I've heard at least one of the [I]Prince of Persia[/I] games got some good ones. And I could see the new God of War games getting a cinematic adaptation, though it would have to be 3D animated. I'm so completely sick of the modern trend of trying to squeeze every animated thing under the sun into a live-action remake and having 95% of them crash and burn because it turns out animation actually does have artistic value and JUST remaking something with live actors [I]really can just mean a bad remake.[/I] [/QUOTE]
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