DraQ
Arcane
I do disagree with Super Mario being defined as "violent" and the article should have given Special Ops: The Line more attention.
Also:
There is DX1, DX:HR, Dishonored and some other games, including some prominent codexian RPGs that get about as violent as you make them (they still often have that problem where clearing levels is possible and rewarding, but they are step in the right direction nevertheless).Deus Ex is not a murder simulator if you don't want it to be
Protip: if you want to make a game that has a character for whom killing is hard, don't make killing the main gameplay element.
Go make an adventure game. Or an RPG that allows you to skip most combat encounters/solve them by diplomacy.
Or, in the case of Tomb Raider, make a game that focuses on exploring ruins and solving puzzles, like, you know, an actual Tomb Raider game.
This.
You can't treat killing like serious business in your game if you don't treat it like serious business in your game.
If you do treat killing as serious business in your game, it probably won't have it as main supporting mechanics, because if killing is treated seriously, then the odds are inevitably stacked against you, if you just go in swinging/blazing.
And don't, for fucks sake, reward clearing for the sake of clearing.
That, my friends, is bullshit.i've got amazing news for you guys
i don't feel bad because i know it's not real
Of course it technically isn't real, but if you genuinely didn't care about semblance for reality, you'd be just as content slaughtering untextured cubes going "BOOP.".
Since that's probably bunk, we have to conclude that your fun relies to a large extent on it being a little bit real to you.