I was trying to make sense of the current ending's logic and why the writers went that way and stumbled on Freytag's analysis. Freytag five part model described as “play and counter-play” (“Spiel und Gegenspiel”) and or rising and sinking. Basically the greater the rise, the greater the fall.
Exposition; The setting is fixed in a particular place and time…
- V’s setting is exposed by the user's lifepath choice + Story background flashbacks.
Rising Action; An exciting force or inciting event begins after the exposition.. the most important part of the story, the entire plot depends on it.
- The heist.
Climax; The turning point. In dramas, if things are going well for the protagonist, the plot will turn against them. Often requires the protagonist to draw on hidden inner strengths.
- Saburo’s murder, Jacky going byebye, Relic insertion + expiration time, Dex's betrayal.
Falling Action; Hostility of the counterparty beats upon the protagonist’s soul. The falling action may contain a moment of final suspense. The “Katastrophe” must be foreshadowed, there could be for the doomed protagonist a prospect of relief, where the final outcome is in doubt.
- Road to the 4 way ending choice path -> Heir (Arasaka), Star (Panam), Legend (Crystal), Reborn (Johnny/busRide)
Katastrophe; This is where the protagonist meets his logical destruction, Freytag warns the writer not to spare the life of the hero. It comprises the events from the end of the falling action to the actual ending scene of the drama or narrative. **Important** => Conflicts are resolved, creating normalcy for the characters and a sense of catharsis, or release of tension and anxiety for the users.
- Pretty much everything happening after choosing one of the 4 main endings (not including their small varia.)
Opinion;
Even after going through a basic dramatic structure analysis, the story doesn’t make sense.. Well “for me” it doesn’t create normalcy for the users and/or unraveling/untying the plot complexities. I mean, we’re currently left in a depressing emotional loop that provides no continuity and or even really considering the user's choices when there's a way out, at least opening up NC after the credits could make me experience that return to normality before exposing the user to the death sentence/gone with the wind/Mikoshi’s actual denouement/restoration, hopefully in a future dlc/expansion, instead of reloading to last checkpoint.
Excellent found and good deduction.
The problem is that some very important parts are missing. Namely, the resolved conflicts.
Nothing is really resolved and the remaining characters are crushed or still in the same, deep shit as they were before.
I guess that the "Katastrophe" is compete when V bites the dust after 6 months but I hardly think that's what freytag means with sparing the character.
"some fates are worse than death". This is very nicely seen when Geralt of Riva becomes a drunk, who dies in a lousy barfight. "Warns not to spare" inam not a native English speaker but this looks like a double negative to me. Can a native speaker please elaborate?
In any case, the conflict of the characters and especially the main character are not resolved. Normality is not really achieved. Either the characters leave NC or are left alone, crushed by loss.
The hunt for survival is not resolved. While there are possible moments of doubt, V does not go out with a bang, the tension is not released and we are left with headcanon to make the story bearable.
In addition, the structure failed, because the theme of survival does not really fit to the 4th and 5th step of the structure.
It would be OK if we were on a hunt for revenge or to safe another character but the idea falls flat if WE are the person that needs help.
I personally think that freytag should not be used for a game with high immersion, because all the shit piling up, is not only piled up on the MC but also the player.
As we see in our case, easily overburdening the player.
After so many shit piled up, we are denied the shower and that stinks.