Naked Ninja said:
...but it was definately not the same as if he'd just died because he he sat on a snake while sitting by the campfire.
Why do you persist with this crap? Who has suggested random campfire deaths?
Deaths in combat are not random either. A powerful character doesn't simply get hit by a rock and die with most game systems - particulary when the player is trying his best to keep the character alive.
Stop using stupid examples and the word "random", since it simply doesn't apply. If you are a programmer, you should know this. If you aren't, do stop lying.
Absolutely not a random death. Not at all.
Again - no-one is suggesting "random" death. Your point is not relevant.
I am also quite aware of how scripting works, and I am a professional programmer... Every time the story branches, you double the number of options you must script for. If you offer more than one branch, you increase this multiplier. The number of options you must cater for grows at an exponential rate.
Only for branches which are completely self-contained with no overlap. I.e. pretty much never true in any RPG: there are many options which are independent of other choices, so total number of options does not double.
I'm talking about options where you impact the future path of the storyline. Its difficult enough to create a game with 8 different endings. But 16? 32? 64? 128? etc etc.
For a start, with your thesis, 8 = 2^3, so three very important character deaths could be catered for. That's more than none by my count.
Second, there don't have to be complete splits in the plot, or totally independent separate endings for each possible death combination. Viewing things as simply 2^n complexity is simply stupid. Many events can have independent consequences - that doesn't need to diminish the importance of each unless you have a simple success/failure Save-The-World resolution to the game with no importance placed on other circumstances.
His entire purpose as a character was to illustrate the corrupting effects of the ring, and to show the struggle of a mans spirit against its call, blah blah blah.
So what? We're not talking about LOTR here. It doesn't have to be possible to make that particular story into a great branching game. It only has to be possible to construct a good branching story for a game from the ground up.
If you think this is impossible, simply because you can't think of a clear way to adapt LOTR (irrelevant in any case), you're being quite stupid.
Dying because of a random goblin in his path, who hit him with a lucky throw of a rock?
Stupid example. Do stop it.
The timing also made a difference. It would have made far less of an impact to the reader if he'd died at the beginning of the journey. Again, a skilled author builds up emotional attachment to a character, so the climatic moments of his death have more of an impact. Pacing is very important.
Stop with the idiotic assumption that the time of death is random and the designer has zero control over when it happens. This is not true. Certainly pacing is important, but if you think that can't be achieved in a game with death, you're falling into the trap of stupidity again.
In any case, just stop with all the book/game writing comparisions. A game is not a book, and should be treated as something in its own right.
For your future reference, here's a quick checklist for coming up with a good argument against something:
(1) Consider how the thing could be done in the most effective way possible.
(2) Argue that even this is not sufficient.
What you're doing at present is this:
(1) Come up with some lame, half-baked method of doing something.
(2) Point out that it sucks.
Do stop it, since that gets us nowhere.