Week 6: Death as Narrative Engine
Hades and the games that build failure into the plot instead of pausing the plot for it
Most games treat a death as a seam in the story: the narrative stops, a loading screen happens, the narrative resumes as if nothing occurred. Hades treats every death as the next scene — Zagreus returns home, characters comment on the attempt, the story visibly moves forward because you failed, not despite it.
Outline#
- narrative games’ usual failure problem: repetition undercuts stakes
- how Hades’ underworld setting makes death diegetic rather than an interruption
- what this technique costs — the writing overhead of scripting failure as content
- where the technique would break a story instead of serving it
Teaching team
- Marisol Quayeconvenor