Dakishimete wrote:
Problem with the death scenes is to not overdo it. When should I stop?
When you find that it is necessary to stop, or when it becomes ridiculously excessive to the point of parody.
Like, Kenny in South Park.
Dakishimete wrote:
Considering the fact that the dying person is a close person to the main character. How many people can die, so every death would seem tragic?
This is both a story and a character question, but I'll only address the character part of it since it's more important.
For sake of brevity, "faceless, character-less" character(s) dying have little to no impact, while "established, sympathetic" character(s) carry greater tragic "value".
For example, the neighbor next door who the protagonist describes versus the childhood friend who the protagonist establishes a relationship with. The neighbor is "faceless" as far as the reader is concerned, so if "it" dies, the reader doesn't care; however, the childhood friend is a "person" to the reader, so his/her death will carry significance and tragic value. How much tragic value they have is determined by how well established and developed the character is when they die.
Two anime examples: Shirley in Code Geass and Kamina in Gurren Lagann.
Also, there's the awesome factor to take into account too. ^^
As for the actual number of people dying, this is answered by, "What kind of story are you writing?"
Dakishimete wrote:
How long should it take for the main character to recover from the shock and pain to make it seem natural, yet not irritate the players by characters crying?
IMO, this is really hard to judge as it depends on your reader's expectations and the character in question. Best way to do it, I think, is to make the suffering and grief relevant to the protagonist's development and/or the circumstance at hand, then cutting it at that point with a transition scene(s) to make it natural.
For example, if someone significant dies in a car accident related to the protagonist, the protagonist's suffering must develop him in some way, either expected or unexpected. Therefore, time is warranted for the protagonist to recover while he/she finds the meaning of life/death/past/memories/some obscure reference/whatever that's important to the story. Here, circumstance allows for the character to "emo" all they want.
But if that significant someone dies in a battlefield, it'd be really stupid for the protagonist to suddenly stop fighting in order to spend time grieving over it, unless it's part of their character. They may end up making mistakes or costing additional lives because of such hesitation or recklessness. Here, circumstance does not allow the character to be "emo", but can be shown in their resulting actions.
There are a lot more examples I could make up on the spot, but it's basically a teeter-totter of reader expectation and character development. Finding the right balance is key.
_________________
"How do you know my name? Damn, this can only mean one of two things: Either we have met, and you are telling the truth, and I just can't remember it, or you are a spy." ~Setou Kenji (
Katawa Shoujo)
Status: Thinking. Planning. And playing Phantasy Star Online 2 JP.