That enemy death really came back to haunt us

I’m searching for instances where defeating what appears to be a minor or necessary enemy results in significant trouble for the protagonists.

Example 1: Carne from JoJo’s Bizarre Adventure Part 5

This character comes off as just another weak henchman sent by the mafia’s leader to disrupt our heroes. The group dispatches him with ease.

However, there’s a catch - his Stand only activates after his demise. It turns into an invincible mass of flesh that consumes anything in its path, leaving our heroes to confront this terrifying problem.

Example 2: The Wall of Flesh in Terraria

This boss must be defeated to advance in the game. Once you take it down, ancient spirits of light and darkness are released, triggering Hard Mode.

More powerful monsters appear, and a new corrupting biome begins to take over your world.

While new resources become available and you can finally complete the game, the safety of your world is seriously compromised.

Killing Kenny in The Walking Dead Season 1 really messed me up. Thought I was being merciful but it haunted the whole series afterward.

The Bell Gargoyles totally blindside you. You think you’ve got it handled, then BAM - the fight gets way more complicated.

Don’t kill Patches in any FromSoft game - it always backfires since he’s got the best items later

The Problem: You’re struggling to understand why defeating certain enemies in games, seemingly minor or necessary, leads to significant negative consequences for the protagonists. The core issue revolves around the unintended or unforeseen repercussions of seemingly simple actions within the game’s narrative and mechanics.

:thinking: Understanding the “Why” (The Root Cause):

Many games use the “defeating a minor enemy has major consequences” mechanic to subvert player expectations and add depth to the narrative. It’s a storytelling device that creates a sense of moral ambiguity, forces players to reconsider their actions, and can drastically alter the game’s trajectory. Sometimes, the immediate benefit of defeating an enemy is overshadowed by long-term negative consequences, highlighting the interconnectedness of the game world and the weight of the player’s choices. This mechanic can also create a sense of unease or dread, forcing the player to confront the potentially negative impacts of their actions. The goal is not just to challenge the player mechanically, but also to engage them emotionally and intellectually.

:gear: Step-by-Step Guide: (Analyzing the Example from Dark Souls 3)

Step 1: Understanding the Lord of Cinder mechanic in Dark Souls 3. The core issue is that the player, throughout the game, hunts down the Lords of Cinder under the impression they are saving the world. This establishes a clear goal: defeat the Lords. However, the game reveals that these Lords were maintaining a fragile balance, and by eliminating them, the player actively destabilizes the world, accelerating the arrival of a much greater threat. The immediate reward (defeating a powerful enemy) has devastating consequences for the wider game world.

Step 2: Recognizing the narrative implications. The game challenges the player’s perception of themselves as a straightforward hero. The “good” action of defeating powerful antagonists sets in motion events that ultimately undermine the player’s initial goals. It forces a re-evaluation of the nature of the conflict and the morality of the player’s actions.

Step 3: Applying this understanding to other games. Once you understand the underlying principle, you can analyze other games and identify similar instances. The key is to look for situations where an apparently simple victory sets off a chain of negative events that are far more significant than the immediate accomplishment.

:mag: Common Pitfalls & What to Check Next:

  • Confusing immediate reward with long-term consequences: Players often focus on short-term gains without considering the wider implications. Pay attention to environmental changes, NPC reactions, and any subtle hints of long-term effects after major battles.
  • Overlooking narrative context: The “minor enemy, major consequences” mechanic is deeply intertwined with the story. Look beyond the gameplay mechanics and analyze the narrative for clues and foreshadowing.
  • Assuming linear progression: This mechanic often breaks the expected linear structure of games. The consequences might not appear immediately but could impact the later stages of the game significantly.

:speech_balloon: Still running into issues? Share your (sanitized) config files, the exact command you ran, and any other relevant details. The community is here to help!

Shadow of the Colossus hit hard for me. Each colossus you take down leaves Wander looking worse and worse, almost like you’re the villain for taking out these incredible beings. The game tricks you into thinking you’re saving your girlfriend, but in the end, you just end up releasing an ancient evil and making everything worse.

Undertale absolutely destroys you with this mechanic. The game’s built on not killing anyone, but once you start murdering monsters, it never forgets. Characters straight-up call you a killer, the story goes dark, and NPCs just refuse to talk to you. Crazy how wiping out some random enemies completely transforms the whole game.