Death is a powerful motivator. In fiction, it often triggers an emotional response from the characters affected by it: the death of a loved one, a friend, a family member. In the audience, the response is just as strong. Some of the most memorable moments from film, television, and literature come as a result of a main character’s death. In video games, this is no different. But sometimes death can be an abusive tool. When it exists solely as a means of triggering a response, rather than the emotions coming naturally or logically, then this is the sign of poor writing.