I’ve not read The Road, but The Giver, Of Mice and Men, and Bridge to Terabitha signposted their tragedies. I remember being sad reading them, but never surprised. They weren’t unexpected tragedies.^
Plus, these are a different medium. Novels and IF are not the same. They make different implied promises to their readers. What I enjoy and ache over in a novel is just like to infuriate me in IF.
I’m not sure how you’re thinking about “unexpected,” but I’d caution against putting too much weight on the idea of surprise. Surprise is, in my opinion, a gimmick. Maybe I’m just tired of twists. A twist based on earlier, but downplayed plot or character actions is fantastic. A twist to just defy reader expectations makes me stop reading. Someone being able to see the road ahead does not mean the work is poorly done.
The episode from the Freakonomics podcast is a fantastic listen. How to Create Suspense - Freakonomics
Emotional responses are great, but they aren’t because something is unexpected. To me the greatest tragedies are the ones you can see, but cannot prevent – that even trying to prevent would mean breaking your own moral/ethical code or who you are as a person.
Anyway. I know my thoughts are disjointed on this. My key points are that
- IF is not a linear narrative and should not be treated as such
- Surprise =/= suspense or pathos or what have you
- Twists for the sake of twists are boring, imo
Oh! One more thought! Look into the tabletop rpg, Fate. In Fate, players often take a very meta or directorial stance toward their characters. Instead of backstory being secret, players know each other’s weakness (Trouble) and plot goals/etc. This knowledge ends up enhancing play because the players work together to choreograph the character stories. And sometimes that leads to excellent moments of awesome. And sometimes it is horribly heartwrenching.
So my final point:
- Often, audience knowledge enhances a story instead of detracting from it because it invites the audience / reader into the story
And this is particularly true with IF as the player is a character in the story. The more the player knows, the more weight they can give to character decisions.
^ ETA: With movies, people watch previews, read reviews, talk with friends, read synopses, look at movie posters, etc so they know what to expect. No one went into Titanic expecting a happy story. If the film betrays those expectations, people tend to get upset. (You can, of course, do an ‘and.’ This and that…as long as the ‘that’ doesn’t undermine the ‘this’ everyone went in to see.)
(Another way I’d enjoy a tragic romance: You can avert the tragedy. It is an option. However, doing that requires heavy costs elsewhere. So you have to choose to accept the tragedy or you have to accept the consequences. For an example I’d point you to Life is Strange, which I adored. Make me complicit, not failed).