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!
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.
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.
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 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.
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.
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.
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.
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.
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...
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.
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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