My pirate game (why yes it WAS just released today) has a lot of fighting and loads of opportunities to murder people (including close companions). The murders are mostly two-part decisions - first, are you going to kill them? Secondly, how?
The first is a personality choice, and the second is a stat choice since you can usually kill someone by either sword, gun, brawling, or one of three types of magic.
I literally don’t know how many death/murder scenes are in the game, but I think it’s about 30. I got really, really sick of writing death scenes (perhaps my next game will be set in an embroidery circle or something). They’re moderately gory depending on the method.
I’ll think more deeply about ratings next time I’m planning a story, since I think a lower rating might mean more sales. But a pirate story was always going to have swordfights and treachery, so it was the right choice this time.
I’ve been thinking a lot about violence, and why there’s so much of it in fiction. I think it’s because it’s so deliciously, unrealistically straightforward: Punch the bad thing = solve all problems. (This is also why Disney has a disturbing habit of killing bad guys.)
I think if there’s violence, there has to be a little bit of gore simply because killing is generally a messy thing to do and skipping it would be cheating - a little like picking an NPC to romance and then getting told, “And then you and [NPC] got married.” That’s not a story, that’s a summary.