I was thinking about something when designing my WIP and I noticed that the majority of COG/HG games don’t have unique death screens (unless I’m blind which is very possible) regarding character deaths at different segments of the game. Most of them just default to a “you died” (or similar) screen with the play again and such options below it.
I was wondering if there’s a reason for this? If so, why?
To me, it just seems like we should really expand on this a lot more. While we don’t want to necessarily celebrate the defeat of the protagonist, leaving the ending of the story as ‘you died’ and telling nothing of what the character accomplished before they died seems… flat? Anti-climactic? In my opinion, of course.
Am I missing something regarding this sort of game design? Is there some secret I am not yet aware of?
I’m also unsure (this is more of a C-Script question but related to the above) why there needs to be a scene file called ‘death’ if you do want to touch on the subject. Why not just use *goto and then *label for a related scene (for example your character isn’t going to die the same way while cooking breakfast as they would driving a car) that expands upon failure?