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Community Discussion: Blog by Bob Muir | Friday Rantoid: Why can't games have bad endings?Destructoid
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Bob has been hanging around ModernMethod for years and and somehow writes almost everywhere, including Japanator and Flixist. He was once lit on fire, but it's not as cool as you'd think.

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Author's Note: I had so much fun writing this article for last Friday that I decided to make my long rant into a regular feature on my blog every Friday. (That, and I have nothing better to do in Philosophy class each Thursday, since there's no internet access in that building.) Of course, this week I would have a midterm in that class, so this article is a day late. Oh well, better luck next week!

"And they all lived happily ever after." That trite, fairytale nonsense is the worst ending you can possibly have in a story. When you're a toddler, you enjoy it because life is simple, but once you gain any measure of intelligence, the statement rings untrue because life just isn't like that. Oftentimes there's a bad ending, and even if there's a good ending, things don't always work out perfectly.

Apparently some delusional parents from England, home of neo-censorship, think differently. They've formed the Happy Endings Foundation, a committee which is trying to keep books with unhappy endings out of kids' hands. The founder set it up after Lemony Snicket's A Series of Unfortunate Events, a series of 13 books, "caused her daughter to take a more negative approach to life." Huh? I've only skimmed through the first book, but from what I could tell, most of the depressing content in the book was tongue-in-cheek, and if a kid somehow misses that, the parent should be clarifying what the meaning is. If they still can't understand it, then maybe they're too young to be reading the book.



What HEF is asking parents to do is shield their children from reality under the guise of protection. They encourage burning "bad books" in bonfires on Guy Fawkes' Night. That sounds more like the start of a cultural purge than a way to make people happier. Are the parents that afraid of the horrors present in real life that they need books to endlessly coddle them and their children? What is so wrong with a bad ending?

Then again, I guess I'm hardly one to talk. My favorite medium, video games, rarely has a bad ending. Look through your game collection and count the number of games with bad endings. Go on, I'll wait. You won't find a bad ending in Mario, Zelda, Metroid, Halo, Final Fantasy, Half-life, Resident Evil, or numerous other popular franchises. Even in Final Fantasy VI, when the world is destroyed midgame, good eventually triumphs over evil.

It's understandable why a good ending is very appealing. If you spend $60 on a game, then spend anywhere between 10-70 hours of your time playing it, you expect there to be a good pay-off at the end. If a game has an unhappy ending, you may feel like you've just wasted a ton of time for nothing. Nevermind the fact that an unhappy ending may be more emotionally powerful or make more sense, you just fought the legions of hell for 50 hours and you want the princess still intact and the hero alive. The entire world should be cheering for you and happiness should now gallop across the land. At least, that's the current mindset of gamers.



Game developers have tried to fix this problem and come up with their best solution: multiple endings. Now, your actions in-game affect the story's outcome. This brings up some interesting ideas. In Castlevania: Dawn of Sorrow, there are three endings, the bad ending (not sad, just a really crappy ending), the good ending (an honest-to-goodness unhappy ending), and the best ending (the standard "everyone lived happily ever after" ending). In that middle ending, Soma loses himself to the chaos within and becomes the new embodiment of the dark lord, Dracula. This also opens up an interesting bonus game in which you must play as Julius Belmont and kill Soma. However, in order to get this ending, you must decide to forgo two more map areas, three more bosses, including series-favorite Death, a bunch of souls, and the very useful Chaos Ring. If you want to play the full game, however, you will be stuck with the "best" ending, which isn't nearly as cool.

The problem here is that the game developers intend for only one of the endings to be canon so as to avoid confusion if/when a sequel is released or just satisfy curious fans. The canon ending is almost always the happy ending where everything works out. While I'm fine with some happy endings, making them canon always gets boring. Some developers have stated they liked an unhappy ending better, but if gamers want to play the game to its fullest and complete the game successfully, the game will give them the best, canon ending as a "reward." In the end, the game panders to gamers who, having spent at least 10 hours playing as a character, need to make sure that everything ends okay for that character, even if an unhappy ending would be more interesting. Or maybe it's the developers' reluctance to destroy a character they've built up over two or more games.

Whatever the reason is, developers should not be afraid of crafting a meaningful, sad ending to a game if it makes more sense. (I don't want to see Mario gunned down by alien gangsters at the end of Super Mario Galaxy.) The gamer has already played most of the game and the developers have their money; the ending should not have to pander to their self-gratifying dreamland where everything works itself out perfectly for the good guys.

Author's Note: I know that there are notable exceptions out there and many people probably want to tell me how wrong I am in my views, so feel free to state your mind. Just keep in mind that not every gamer has played every important game and label your ending spoilers appropriately.
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Legacy Comments (will be imported soon)


I like my endings like in Half Life 1. I'd probably enjoy a dark or evil ending too, but mostly because the other endings are usually sweet and 'good'. Perhaps it's just a matter of art imitating life: we have had such an ingrained perception of Good vs. Evil for the last 1600+ years or so, that games that mirror this fight are bound to have good endings for the mass market :(

Maybe we are stuck with it for all games that do not cover grey areas in the game itself?

P.S.: It's saturday!
I have to agree that too many games take the easy way out with happy endings, but the worst game endings IMO are usually cliffhangers. "Finish the fight" probably caused more broken controllers than any other line in videogame history. The way developers are always trying to make segues for possible sequels can be extremely annoying

If you want to see a proper ending to a game (especially an episodic/sequel type game,) you should play HL2 Episode 2. I don't want to spoil anything, but the game has great narrative and character development and a correspondingly great ending in my opinion.
@ Pew
Yes I realize, as noted in the note at the beginning of the article.
It's still saturday! Just trying to prove the "tl;dr post gets comment amount invertedly related to the length of post" rule wrong ;)
I prefer to have a burger with Ronald Reagan in my video game endings, thank you very much.
I don't mind a Bad End or one where the hero dies if it's done well. Say, Lufia 2. The hero sacrifices himself to stop the end of the world. It's very noble, heroic and damn well done. It's a sad ending, but it's a good ending too. The "last day" of Terranigma is another great one. The credit roll actually made me cry!

The important thing about an ending like that is that it shouldn't make me feel like the last 10-60 hours of my life have been a complete waste. I was pissed at the end of Half Life: Opposing Forces. Oh, thanks, an eternity on the subway to limbo. And the bomb got reactivated, you say? Gee willickers. I could've saved some time and just sat on a grenade.
It isn't just video games that have happy endings, books, movies, and plays all have them too. When you look at the whole audience of a product, a majority of those people would much prefer a happy ending. If the Transformers movie ended with the Optimus Prime and the gang all dying and then Earth being taken over by giant robots, people would have fucking hated it.

Having a "bad" ending in any story telling is a very difficult thing to pull off, even in video games. Every now and then we will get a game that has a grim ending and it might be a brilliant ending, but more often than now, the endings will be happy.
I agree with ted.

especially after putting in 20+ hours of becoming attached to a protagonist, it would be extremely difficult to justify an 'unhappy' ending, short of simply not resolving the problem and leaving it open to sequels.

The closest thing i can think of is something like FFVII, in which one of the protagonists dies midway through the game. However, Aeris/th is brought back, in a way, through the end cutscenes to create the 'happily ever after' effect.

tl;dr it's too hard to have sad endings that are still satisfying.
I swear SotC is just the antithesis of every gaming norm...
Well, I'm not saying that the ending has to be completely negative, but having everything work out perfectly for the heroes upon defeating the bad guys is boring for me.
I think the difficulty in making a sad/bad ending is factoring in player involvement. When Tony Montana of Scarface comes to ruin, it can be viewed as a powerful example of the destructive nature of arrogance/over confidence. A similar outcome in Vice City would most likely be seen as simply a failure, due to a lack of skill. If Tommy Vercetti manages to survive the onslaught of enemies, it is only because the gamer has preformed well not because he deserved to survive. Winning a game implies a successful resolution. Reaching a dramatic charge opposite the satisfaction brought from a successful playthrough, now that's gaming irony. That's the future.
Interesting post. Yeah, I think a lot of people get invested in their protagonist, so they want them to do well at the end... It would take a lot of balls for a developer to break the routine, and most players would probably hate it.
I saw a similar article a little while back on Gamasutra, I believe; the author touched on the multiple ending thing. Indeed, the good ending being the "real" ending is something that needs to be overcome.

Yet another reason why Killer7 kicks so much ass.
I've been thinking for years that the 'happily ever after' standard is boring. Mostly regarding movies though. I would love to see more unorthodox endings in games.

It would also be cool if, when you die while fighting the last boss, they show a fully fleshed out unhappy ending. Then show the happy ending upon winning. Of course, this doesn't address the whole 'happy ending is canon' problem...
As long as this "bad or unfortunate ending" does not happen in a cutscene then I am all for it. Showing the main character dying in a non-interactive cutscene would be really dirty and would undermine the entire story and the point of making a game instead of a movie or book.
The way my favorite games and movies tackle happy endings is through the "for good to succeed, sacrifices must be made" cliche. Look at the end of CoD4, you won, but at what cost? You will also notice this in John Woo's early "heroic bloodshed" films such as A Better Tomorrow II and Hard Boiled.

As for bad endings being the real ending, Half-Life 2 Episode 2 meets that requirement for me. Its not a cliffhanger in respect to the events at the end of the game, only in the episodes story arc itself, and bad shit happens but it still captivates me and involves me with the characters/plot so after sitting in shock as the credits roll I recover and think, holy shit that was a good game.

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