[Same thing, putting this in Writing Workshop]
Alright, we've established that players (particularly veterans) hate Non-Standard Game Overs (NSGOs for brevity) in storygames. But while they are pretty much universally hated, they do serve a purpose. They build in a form of consequence.
You can't have the character's every action be consequence-proof, that if he jumps into shark infested waters with open wounds he'll either land on an previously unseen trampoline/be saved by an unmentioned passing pod of dolphins/have him learn telekinesis and fend off the attack. It just makes for very weak stories. Video games get to pull NSGOs without many grudges because it's a form of feedback that is accepted.
Now, there was a good article on game consequences by Ashton Saylor (thanks End for the reference), from which I'm quoting the highlights verbatim for this discussion.
- Death: The one everyone hates and involuntarily rates games down for
- Loss of Items: A tried and true method of consequence, you can always dock stuff from the player. Players hate losing things, so use this method with some caution. Items, especially unique items, are a certain measure of progress for players, so taking their shit away can feel even more devastating than a death--especially if it's permanent.
- Lose Everything: Even more devastating is to completely strip everything from the player. This can be a great story technique as it introduces challenge and struggle, and at the end of the day, the player can feel even more heroic when they get all their cool shit back, knowing they don't actually need it to succeed. As long as they get their cool shit back sooner or later.
- Lose a Companion: This is a technique I used in Peledgathol: The Last Fortress (pronounced Peh-led-gat-hole btw; no blurring of consonants). Early on you are introduced to Ghuzdim Halfjaw, a stalwart dwarf warrior who swears to protect you, the young king, with his life. He is quite earnest, and will, in fact, protect you with his life. The first time you die in combat over the course of the story, if Ghuzdim is with you, you instead get re-directed to a section in which Ghuzdim leaps in at the last moment and takes the blow for you. He dies of course, and he isn't there to protect you next time, but it gives you one "get out of jail free" card over the course of the story, while still making the failure seem meaningful.
- Fall to a Different Story Thread: This is one that I'm using in the project I'm working on now. There's one whole part of the book in which, if at any time you fail too severely, instead of dying, you get captured as a slave and must fight your way free. It's a different story thread, and it permanently bars you from succeeding at your original goals for the chapter, as such, but it also opens up some new opportunities that you might never have had otherwise, such as a new companion who you can meet in the Arenas. Also, it's cool. (I actually use this technique several times in said upcoming project...)
- Future Consequences: Maybe the consequences of a player's actions won't kick in right away. Maybe you won't know until later on what really came of the decisions, or failures, that you just went through. I'm using this in my current project as well; in my case, if you fail at sneaking into a certain location and get caught, you won't get killed, but word gets around that you were doing something sneaky. Later on, you will find certain doors closed to you. This is an extremely open ended option that packs a double whammy: not only does it suffice as an alternate method of doling out consequences, but it also gives the world a sense of breathing realism. What you do has an effect, and you'll see that effect for time to come. That can be a very rewarding game experience.
- Lose Points: Rather prosaic, but surprisingly effective, if your story has some measure of tracking progress (dollars, units of time, number of zombies killed/acquired) you can clearly signal success or failure to the player by manipulating the point numbers. Everybody likes their numbers to be better.
To these I'll add my own ideas,
- Revive: A passing deity/phlebotinum sets you back up after you've died in the story otherwise
- Respawn: I mean it, take the reader back to a Checkpoint page and have them figure out the correct choices (may be more than one) (this differs from a pure maze in that you get reset to the start, instead of continuing to blunder on). A good example of this in movies was Edge of Tomorrow.
As I see it
- Death > Gets reviewers mad
- Loss of items > a slap on the wrist unless the items were the MacGuffin and triggers a 'failure state' wherein you have to quest to get back the MacGuffin (Failbetter would call this Losing the Mark)
- Lose Everything > Requires making sure the player can survive with nothing, and a whole new plot line in most cases (at the very least, no-item options in the story when prompted to use an item)
- Lose companion > Requires you to give them a dog to potentially kill
- Fail to a different thread > Requires that thread either be plot neutral (nothing happens while you're on it, e.g. being sent to Limbo) if you don't want to disrupt the flow of the rest of the game, otherwise you'll have to build in new routes every time there's a decision that would cause a risk to the player's life. Painful from a storywriting point of view, because at times you really just want to hammer a message and not pay the price in building an entire new arc
- Future consequences > Still manageable if the consequences work with advanced scripting. Frankly, one of the more reasonable options but you still have to explain why the person survived a death-trap, and you can't pull more than two of these in a row (and even that's iffy)
- Lose points > Possible, but may not have as much impact as other methods (such as killing them)
- Revive > Needs a Deity on standby, tricky to justify and encourages needless risk taking behavior amongst story options
- Respawn > Creates a problem of stretching willing suspension of disbelief unless weaved into the story (such as in Edge of Tomorrow)
My personal angle in this comes from a good deal of feedback I got on my story from players unhappy with the two early deaths (NSGOs) I'd built in (and accordingly rating the entire work lower, though in my eyes those deaths were more Aesops and so early - 3/4 pages in out of roughly 18 - that no meaningful death sequence/state could create a satisfactory ending for me or the reader), and me trying to figure out a better way to convey that a 1% probability is not a 0% probability. In my case, I think Respawning could have been a viable design option.
TL,DR : Ways to show consequence without triggering the NGSO gag-reflex players have
I'd love to have your thoughts on the matter, and thank you for reading.