Knives in the Dark probably comes closest, by modeling increasing stress and trauma damage, encouraging players to sacrifice their character's future for the now. But I've never had the chance to play it
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Many of Blades' PbtA cousins also do something similar by mechanically rewarding failures like "making a real bad choice." And Chronicles of Darkness gives PCs "debuffs" like "Furious" and then gives XP for acting based on them. Not sure how you'd import these to video games.
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Well that's not new exactly. Unisystem Buffy/Angel rewarded making bad choices or failing, but the issue is that mechanical rewards pretty much guarantee some kind of comeback - which worked for Buffy/Angel bc that's how the source material worked
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Replying to @BootlegGirl @alicesouthey and
Like Angel and Buffy were in the "Hero" class of characters which meant they were inherently better at stuff but they got fewer hero points to control the narrative or cheat in their favor. Whereas someone like Wesley or Xander could basically seize control of the story
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Replying to @BootlegGirl @alicesouthey and
But that still sets up a story where the heroes win, unless everyone is bad at party design and no one plays a sidekick (the actually powerful kind of character)
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Yeah, if you want straight tragedy things get harder. Houses of the Blooded *tried* for that, but it's mechanics didn't really enforce the genre. You just kinda had to hope players read the "this is a game about dying in the coolest way" possible bit in the book and got on board.
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Even there, it incentivize dying in a *cool way* Again, I'm partly interested in this bc of the common complaint about The Last of Us Part II, and how it provides a sort of edge case regardless of how you feel about it People said it was just a movie, bc no choices
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Replying to @BootlegGirl @alicesouthey and
People said that there should have been the option to not do the dumb things Ellie did And that since there wasn't, it should have been a movie That implies games must always retain the goal of "winning" and making optimized decisions
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Replying to @BootlegGirl @alicesouthey and
And that would mean Ebert was right, games can't be art, or not many kinds of art anyway So I'm trying to get into, is there any way you could make a choice-game where tragedy is mechanically encouraged?Failure and flaws are well documented, but full on tragedy? haven't seen it
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"Ebert was right" graffiti as environmental storytelling in a game set after a gamer apocalypse.
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"GAMERS ARE OVER"
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