[Whenever possible, Destructoid critiques overlooked design aspects of games both old and recent for our "Revisited" series.]
The end of a game, in an ideal world, is the apex of its presentation: one moment in which the narrative and gameplay come together, building on everything you've learned in the past eight-to-eighty hours in a satisfying and internally logical way. Unfortunately, given the fact that there isn't a huge stack of pancakes in front of me, I can safely deduce that this isn't an ideal world and that, ergo, games' endings have the chance of sucking eggs.
I don't want to be overly general and say that most game endings are bad (or good), but I do think that they're interesting points of departure to talk about game design or narrative structure. If an ending works, figuring how it works might provide insight into what makes each mechanic or plot device effective in its own right.
Conversely, if a game's ending falls flat on its face (like Prince of Persia's does), it usually serves as a decent lens through which to see where else the game falls short. Don't get me wrong: I really like Prince of Persia (a lot more than Anthony did, it seems), but I ain't like how it ended.
What I do like is that examining its ending—precisely what this Revisited aims to do—might lead to an insightful, or at least interesting, discussion about the game as a whole.

Reading Gregory Weir's post on Lodus Novus about the ending of Prince of Persia (2008) made me reflect on my own experiences with the game which I beat a few months ago. Without getting into a lot of details, all you have to know is that, at the end of the game, the Prince re-releases Ahriman (the antagonist of the game) in order to resurrect Elika, who has died trying to defeat Ahriman. The crux of Weir's piece is that the player and player-character's (the eponymous Prince) motivations don't line up and that this dissonance makes the ending effective. From his article:
Then I reentered the temple which we had fought so hard to cleanse, and cut down the final tree just as the corrupted king had done at the start of this whole mess. Because I wanted Elika to be alive. I released an evil god onto an unsuspecting world just to have the woman I had grown to love. And only then did the game end. You’ll notice that I switched to the first person there. This is a moment of true roleplaying. The player is asked to undo all of the player’s hard work because the player character wants something. There’s no real choice there, from what I can tell; you can either save Elika, or quit the game and leave it unfinished. But it’s clear what choice the Prince would make. So I took it. And the game made me do it all, not in a cut scene, not with quick time events, but using the same controls and perspective that I used through the entire game.
This is interactive storytelling.
The conversation continues into the comments, but I have a few quibbles, largely tangential to Weir's original point. He's right to point out that Ubisoft pulled a pretty slick maneuver with the ending—we learn more about the Prince's character and motivations through interaction, not through dialogue or cut scene. It's interesting that the Prince, as a character, essentially undermines the player (i.e. the person trying to successfully manipulate the game's systems, not necessarily me or you), undoing all of the work it took to actually get to the end.
It's also interesting to note how drastically the game changes without Elika there to long-jump you around. There's a great scene in which the player carries Elika to the altar, and you realize that, for the first time, the Prince is carrying Elika instead of the other way around. Of course, the Prince/player has been dictating Elika's movement the whole time, but the endgame sequence really drives that point home and it does much to underscore the fact that the Prince's decision to revive Ahriman isn't in keeping with what Elika would've wanted.
Weir is right that the ending represents a step forward in games as a medium. It is interactive storytelling, but it's not a very good story, hobbled as it is by poor design choices.

The game world is set up like a series of spokes coming off a a central hub (the Temple). The Prince and his partner Elika, a princess in exile, can travel to any of these spokes anytime they want, provided they've collected enough light seeds to progress. This type of design leads to a lot of freedom for the player, and, given that the game is about restoring a barren, polluted earth, it does a good job of showing the player the land he's trying to save as he jumps, climbs, and sprints across what must be miles. Seeing the sharp contrasts between healed and unhealed land is a great visual motivator—Ubisoft cell-shaded the shit out of Prince of Persia and healing an area is aesthetically rewarding.
The only problem is that most of the narrative events and conversations are location-specific. The player can always engage Elika in conversation with the click of a button, filling out each character's respective backstory. The problem with location-specific narrative and player-controlled character development is that the story quickly loses focus. It isn't that the characters aren't likable or relate-able, but you never get a good feel for how their relationship is developing. Because certain locations trigger certain interactions, it's possible (and probable) to have the Prince say something caustic and chauvinistic at one point and, two seconds later, something generous and kind and charitable. With that kind of flip-flopping happening literally the entire game, it's impossible to ever feel comfortable with, or to get a good, grounded view of, Elika and the Prince's interactions.
I'm assuming that Ubisoft's ideal story arc was something along the lines of thief-made-good+heart-of-gold, but without any authorial constraints, the characters and plot kind of meander for twelve hours. Ubisoft expects us to care about the Prince and Elika, but we haven't watched their relationship grow as much as we've witnessed it spazzing out for 12 hours. Johnathan Blow talks a lot about the conflict between gameplay and narrative, but the result here is a bit different: it's the conflict between a non-linear gameplay experience and a narrative that would have benefited greatly from a more focused, guided design.

So, yes, Prince of Persia is a good example of interactive storytelling and what Weir calls "roleplaying": making decisions based on the character's perceived wishes, not simply because it advances the game mechanics. But, the story it's interactively telling is literally fragmented and cut up beyond recognition, and the ending seems flat and empty.
But, even under the best circumstances, the ending to Prince of Persia would have been, in my purely subjective and personalized opinion, badly done.
Since, like I mentioned, the Prince's character is never nailed down, trying to figure out the ending takes a bit of guesswork. If he hasn't matured or developed over the course of the game and is still a self-interested lothario, then sacrificing the entire world (and his personal safety) doesn't make much sense at all. Throughout the game, the Prince constantly bitches about having "an angry God" after him, wondering how he "got into this mess." Leaving the Princess for dead, finding his gold-laden donkey and peace-ing out toward greener pastures (i.e. wine, women, and "carpets this thick") would be totally in character.

In contrast, there are also moments of what I perceive to be genuine understanding and bonding. Haphazard and clumsy as they are, there are definitely moments that suggest Ubisoft wanted the Prince and Elika to have a mutually supportive relationship. Weir insightfully points out that Elika's mortality is in question from the get go:
Elika’s been dead the whole time, in a way; her father released the evil god Ahriman as payment for her resurrection. And Elika knows that in order to seal Ahriman away again, she will have to give her stolen life back. This much is foreshadowed, and I knew pretty early on that she would have to do that. All her banter with the Prince, talk of rebuilding her kingdom or seeing far-off lands… she knows that’s never going to happen.
Elika and the player may know that, but the Prince doesn't. I really think that the Prinice falls in love with Elika and understands her plight in a fundamental way: they're both in exile and have similiar (read: irrevocably damaged) relationships with their parents. It's a bond reinforced through gameplay: Elika is an integral part of the Prince's ability to fight and survive. Both from gameplay and narrative standpoints, Ubisoft suggests that the Prince and Elika share a real connection.
If that's the case, the Prince's decision to revive her and re-release Ahriman is still stupid. It's selfish and shortsighted and undermines everything Elika wanted. It also undermines many of player's motivations, but I don't mind that as much—I'm willing to be yanked around in the name of character development (not to mention that it doesn't invalidate the time I actually spent playing the game, which I enjoyed). However, the Prince's I-love-Elika-and-the-rest-of-creation-be-damned attitude a bit brutish, histrionic, and anachronistic, but that might just be a question of taste.

To be honest, I'm willing to budge a little on the last point. The Prince's reaction to love may be short-sighted, immature, selfish, and stupid, (and I may not like it at all), but I'm willing to accept it in the name of his character. Maybe that's just how he is. That my motivations (as a player) and his (as a character) are dissonant doesn't bother me at all. However, that doesn't change the fact that the transition from non-linear, open world gameplay to linear narrative is sloppy and slapdash and, unfortunately, makes a potentially powerful ending impotent. I think Ubisoft wanted me to have become emotionally invested in the the couple, but the fragmentation of the narrative, with nothing keeping it all together, made that impossible.
(Of course, I think the ending was also left open to pave the way for the sequels (it's planned as a trilogy) and the "Epilogue" DLC, which I also think is harmful in general, but that's another topic altogether)
How great is it that you guys write this just as I'm about to play this game for the first time.
*bookmark'd*
Thanks Leray. Looking forward to reviewing your thoughts after I beat the game.
Anthony nailed everything in that other article as well. Considering Elika was a powerup to me (or as Anthony says, an inventory item), I felt no connection whatsoever.
I really enjoyed the game overall, especially as my first entry into the Prince of Persia series.
Then I grew bored with collect-a-thon bullshit and repetitive combat.
The ending sucked, but what made it suck even more was that I forced myself to finish the game, to see the ending. If I wasn't a big PoP fan prior to playing this game, I would have never beaten it.
What a disappointment.
No game until this point has had me make such a choice, and I can think of fewer still where I'd actually take the option if it addressed it. I don't know what it was about this game, but I really had a strong bond with Elika throughout (well, as strong a bond a person can have with a video game character), and I didn't want her to die.
As for if the Prince would do it...I'd think he would. From what I gathered about his character, he was rash, and had a "I'll get what I want, everyone else be damned." As the game progressed, it became pretty clear what he wanted wasn't getting his donkey back, it was Elika, so the ending worked.
I really liked this game, as you can see, even with it's horrible fetch quest mechanics. I eagerly await the sequel. I'm surprised you didn't bring up the Epilogue, though, which pretty much butchered the ending I thought was so exceptional.
However, I couldn't disagree more.
I can't remember a single moment where there was more than 1 enemy in an area at a time.... and I've beaten the game twice. What the hell are you talking about?
No, I didn't like fighting bosses five times each, impulsively collecting shiny orbs, or as you say, the way the events of the game didn't seem to lead up to the conclusion at all. I guess with my memories, I've convinced myself that none of that mattered though, and all I can see is a beautiful world, well realized characters and the visually stunning final scenes. Because the final scenes were quite excellent, they just didn't tie up with the plot.
If a few aspects were handled a little better, this could have been a perfect bittersweet tale, tied up brilliantly at its end. I may have enjoyed the game while I was playing it too, instead of having these false reccolections planted inside.
@TriggerRed & Endstiem -- sure the ending might be best part about POP, relative to the rest of the fragmented, disjointed story, but how much is that really saying? Yes, the ending to POP was certainly interesting, but to be the crowning achievement of a narrative clusterfuck is a pretty dubious honor.
@Shadowii and others -- I think maybe the fact that we've all had such different reactions to the Prince is interesting. We all seem to have come to pretty different conclusions about their relationship. Is that a good thing? In a way: yes, absolutely. Is it a good thing when it comes to the ending of the game, where the devs tell us how we're supposed to feel? I don't think so.
It would've been more appropriate to have an ending that could've allowed a little more wiggle room, especially since they deliberately made so much of their relationship up to our interpretation.
@Malmer -- care to explain why you disagree with me so much? I'd love to hear it. :)
Especially the part about the story being all over the place due to the open world style. Their relationship just felt forced to me because you could tackle the game in any order you like, there were certain moves you would do and Elika would say something like “stop staring at my arse” and once you beat your second boss she would start giggling when you did the same move, but in every cut scene she would still act all snarky towards the Prince, none of it seemed to fit together.
Did no one else play it? I guess this also raises the question of telling a full story through DLC doesn't it? Anyway, for everyone who hated the ending (I didn't I loved the entire game) I suggest you get your hands on the DLC. It's the best "level" by far and really ties a lot together.
Reviving her is selfish, yes, but love makes you do crazy things
And in this case, it gives you a chance to correct it. (not to mention the next in the sequel which I am immensely looking forward to)
I've heard the PoP 3D was pretty poor, but I haven't played it so I can't comment.
Personally I think Warrior Within was worse than this one. I only played it for the story to get into Two Thrones.
The whole bit with Elika knowing she's going to die smacks strongly of the future Yuna knows she's going to face, and Tidus of course makes a whole bunch of future plans with her after they defeat SIN, unaware that she will have to sacrifice one of her friends and die herself. When he finds out, he's not really pleased, and he feels incredibly stupid for not knowing and making those plans was almost like an insult. Being an outsider, everyone else knew but him, and...yeah.
So he did what any plucky hero in love does: Take a third option. Yuna lives and SIN continues to ravage Spira. Yuna dies and SIN is removed for a number of years. Certainly there has to be another way. Maybe this is what the Prince thought. Yes, it was undoing much of his work, but he had to try. It's not right to let someone you have an attachment to just die for the sake of sealing something. And seals aren't ever implied to be forever. What happens if Ahriman escapes/someone breaks the seal? Her sacrifice would've been for nothing.
You know what they say about love overcoming all? Maybe this is that idea being put into practice. Yeah, it brings back what should be sealed and if he fails, the whole world's screwed, but come on, the leading man never loses!
Too bad that what Matthew said about the DLC kinda blows what everything I said to hell. Confusion over his actions is not what I would've guessed. "I did it because a world without you is barren to me" or something like that would've been a better response.
Also, while I did like the ending, I agree that it was a bit incongruous with what the player was feeling and thinking. Although I did enjoy the game as whole and I was able to look over the many complaints that others had. Please do more of these revisited features as well, very interesting I say!
That being said, I definitely look forward to the next Revisited article! :D
I rented it because of the mixed feedback and long before the DLC was released, so I never really felt moved to check it back out for DLC that I would also have to pay for. That being said, your comment has definitely made me reconsider revisiting the Prince to see the Epilogue. Cheers.
That sounds great, but I refuse to support DLC for action games that ship incomplete.
But fuck that final boss.
As for the ending. I was disgusted by the whole "you've just spent £35 on a game, but if you want to see the end you've got to spend another £7.99 on DLC". I haven't got a problem with DLC, but a game based on a story should have the main storyline completed on the disc, not as an afterthought money making scheme. How would you feel if you found the last chapter of the novel you just bought missing, & you were expected to pay another fiver for those pages? I think I'd be pissed. I was pissed with Pop & on principal traded it in for something finished, & will never go near it again.
My opinion.
I know that's not the authorial intent, but... it's how I choose to interpret the game. The player/game-designer contract often relies upon the conceit of requiring the player to act foolishly or against his own interests in order to continue the story, and in exchange either promises additional interesting content or writes the characters in such a way that the "stupid" choice is a rewarding roleplaying experience. Offered neither incentive, I as the gamer felt entirely justified in stopping the game there. Similarly, Bioshock ended for me shortly after the confrontation with Andrew Ryan.
That said, I did watch the "real" ending, and I did watch a YouTube playthrough of the epilogue (no way in hell was I paying $10 for that). The epilogue detracts from the ending, turning an interesting moral choice by a character (The Prince doing the wrong thing, freeing Arhiman, for the right reason, love for Elika) into an ass-pull counter of the main baddie's Xanatos Gambit.
If the next game in the franchise continues on, perhaps we'll look back at both the game's "real" ending and the epilogue in a different light. Based on the information we have, though, it's an ambitious, clever ending deprived of any emotional weight by a complete lack of character development and relationship-building over the course of the game, immediately followed by a retcon of that ending designed to remove any of the moral ambiguity that made the ending interesting in the first place. Thinking of it that way, I'm glad the next entry in the franchise will undoubtedly feature a Gyllenhall-y Prince leaping his way through a Bruckheimer-y story rather than a continuation of Elika's story.
And I'm even more glad that I can just put Sands of Time in my Wii and play through a genuine masterpiece any time I feel the urge.
I didn't play the epilogue DLC either.
I think this game would have been saved by more linearity. Keep the player going to predetermined areas so the dialogue doesn't spin wildly across the map. Maybe then I'd feel like there was some emotional investment there. As it stands, I wanted to hop on my donkey and get the hell out of there. Elika's duty was to prevent Ahriman from being released, mine was to be the best thief I could be.
Maybe so, and that's admirable, but PoP never made me feel like I, or the prince, truly loved Elika. And I have to wonder if "truly" loving someone includes undermining all of their decisions and totally un-doing something they worked so hard to get.
Regarding the Epilogue DLC, I think that the Princes comments as to why he saved Elika are just him trying to justify his actions to her. If he said that he did it for the love of Elika, she wouldn't accept that idea at all. After all, she was willing to sacrifice her own life to stop Ahriman, so I don't think she'd look too kindly on the Prince bringing her back (and thus freeing Ahriman) for a romance that developed over a few hours.
Either way, I loved this game, and I do so hope we get far more of it. It'd be a crime if we didn't. My personal hope is that it ends in tragedy, but hey.