snaketittties replied to your post “me: killing is inherently a destructive thing to the human mind and we...”
unabashed murder is cool when the narrative doesnt give a shit about it. esp when its people who ‘deserve’ it. But when the narrative calls for reflection like atla did, then theres no need
that’s a good point! I love ur words
like, Doom and a lot of other games that focus on non-stop action are a good example of the former; it can honestly help if you set up a scenario where you should be personally delighted to rip them in half (such as the entirety of Wolfenstein).
A big part of it is whether the impact of actually killing someone is implemented; if not, i don’t think it FEELS like actual death, but just another flavor of action. Without the impact or the bite, it doesnt feel like something of the sort of big consequence.
on the other hand, when the narrative focuses on what you’re doing, its a whole other case. Undertale’s an interesting example there, because I got into that game knowing nothing about it at all; I just saw the tagline ‘the friendly RPG where no one has to die’ and i went for it, and its narrative STRONGLY works for this sort of direction
its like... if its just a wild-ass stompy ride, no big deal there, or if killing the bad guys is the whole point of the exercise, that’s one thing. but its quite another when there is a narrative at play that explores the consequentials of those actions.