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baddues

The ending, it's been said, is the most important part of any story. The beginning sets the scene, the middle develops characters and conflict, and the ending pays off the whole shebang. You can develop the coolest and most interesting characters in the world, but what matters most is where they end up. In this respect, other art mediums have it relatively easy: all you’ve gotta do is develop a character, give him or her a conflict, and watch how the conflict changes them, for better or worse. We follow the Joad family in The Grapes of Wrath until they go their separate ways. We follow The Wild Bunch until they decide to go out in a blaze of glory. Boom. Done. Simple.

But what of the videogame ending?  Despite the fact that the average videogame lasts longer than three movies, we always want more. We don’t want closure. We don’t want change. And, most importantly, we don’t want to be made unhappy. How would an average gamer feel if he played a videogame to the end, and suddenly had to watch his character die without having any say in the matter? Or what if, instead of experiencing a pulse-pounding, action-filled climax, the game simply ends with a few lines of dialogue and a quick scene of violence? The player would feel betrayed, for one. He’d feel angry. And he’d feel totally dissatisfied.

Which brings up the question: how does one effectively conclude a videogame? What parts comprise “good” and “bad” videogame endings? Why are videogame endings handled differently than the endings of films or literature?

Potential answers to these questions can be found after the jump.

First, the “shoulds.” Hypothetically, all videogame endings should do two things:

-Be narratively satisfying

First things first: the ending to a videogame, like the ending to all good stories, must have a satisfying narrative impact. Unless a game is intentionally structured as part of a series, it must conclude the main conflict of the story -- in other words, Mario eventually has to find a castle that does contain the princess. It used to be at least somewhat acceptable for there to be no ending whatsoever (see: Pilotwings 64, the weird memoir-style ending of Bionic Commando), but today, the player wants something to conclude the story.

-Come about as a result of the player’s actions

For reasons that will be explored later, this ending aspect is rarely if ever implemented in modern videogaming, but it nonetheless remains wholly unique to videogaming as a medium. Choose Your Own Adventure books notwithstanding, videogaming is the only art form that gives the audience the potential to decide how a story should end. While this imperative may seem as if it only applies to games with multiple endings, this isn’t necessarily the case: even a game with only one ultimate ending can still fulfill this prerequisite, so long as everything the player at least appears to be involved in how the narrative turns out. For example, the original Max Payne has only one ending, but the game establishes that one specific thing must be done and gives the player a motivation (revenge) and a desire (a wish to see the final cutscene) in order to make the player see this goal to its completion. So long as the ultimate agenda of the game does not conflict with the ultimate agenda of the player, then the player can convince him or herself that the ending at least partially came about from his or her actions.

While these two aspects may seem simplistic, they are often misused, ignored, or completely abandoned in mainstream videogaming fare. There are a multitude of reasons for this – let’s consider a few of them.

pathoneo

Narratively satisfying endings are not as satisfying in video games

Books and films are generally built on emotional payoff. While many action films do indeed end with a huge, spectacular final battle, said battle is much, much more important if you care about the characters. Yeah, when the outlaws die at the end of The Wild Bunch they do so in an orgasmic ballet of death and destruction, but the real importance of the climax involves the Bunch’s desire to die for a purpose other than simple greed. As it stands, many videogames either cannot make us care about our characters, or they conversely force us only to care about them in their relation to the “save the world”/”stop the terrorists” plot (e.g., if the player’s partners die in Rainbow Six: Vegas, the player experiences only irritation at failing the mission, not tragedy over losing a comrade). We may one day be witness to a videogame that has the luxury of relying only on an emotional climax, but at the moment this is an unrealistic expectation.

Gamers want big. Gamers want explosive. Videogames, for the most part, revolve around gameplay first and story second. It’s great to have an involving story, but is the gameplay that the story surrounds fun? Would I want to keep playing the game, even if there was no story? I don’t wish to pass judgment on this game design philosophy (Gears of War is fun, even if it does have a total lack of story or character), but it’s a simple truth that the majority of games today favor spectacle over drama.

Therefore, game endings are generally difficult affairs that present the player with the largest gameplay challenge possible. Sometimes, this means a huge gunfight; sometimes, this means an escape from an exploding building; sometimes, it means a boss battle. If a game does not end in this way, it appears anticlimactic: imagine playing a game where you tracked a bad guy all across the world, always looking forward to the explosive duel that will result when you find him. After hours and hours of playing, you finally track him down -- and discover he killed himself a few minutes before you entered the room. Is that narratively shocking? Yes. Would it make for a great ending to a film or a novel? Yes. Would it absolutely infuriate a player if he was forced to experience it in the context of a videogame? Absolutely. Even The Wachowski brothers knew this when they helped develop Path of Neo: Neo’s martyrdom doesn’t work in the context of a videogame, because the player demands an ultimate gameplay challenge to conclude the experience. Whatever your opinions are on the Wachowskis (and, to be honest, they probably coincide with mine), they have a point -- right or wrong, the vast majority of gamers care more about an explosive finale than an interesting narrative denouement.

Then again, the Wachowskis’ chose to solve this problem by changing the ending of Revolutions in order to make the player fight a massive, two-story-tall robot version of Agent Smith. Draw your own conclusions.

Since unconventionally dramatic endings do not lend themselves to pleasing gameplay, most videogames often end with one of the aforementioned action climaxes, followed by a quick bit of story to wrap things up. Knights of the Old Republic, as dramatic and wonderful as it was, simply ended with a boss battle and a quick cutscene showing a good/bad ending, depending on whether you played light or dark side. This method of ending a game is problematic, but also seemingly unavoidable: on the one hand, the boss battle/epilogue format can get very boring, very fast. But on the other hand, would you really want to play a game that doesn’t give the player a tremendously satisfying gameplay challenge during its climax? I’m obviously a big supporter of gaming as an art medium, but even I have to admit that an ending like the suicide scenario detailed above would be very, very frustrating.

mafia

Sad endings are irritating in the world of video gaming

Okay, so games generally can't end without a big, blustery action climax. Fine. Understandable. We can deal with that problem later, once we start redefining what it means to be a videogame. But in order to give current game endings a much better narrative punch, why don’t we make the story conclusion that follows the boss tragic by, say, killing the player? That way, the player gets his dose of videogaming action, and we simultaneously give the ending some narrative weight.

Well, you can do this, but it’s more than a little risky: an ending where the player is punished or killed for essentially following the linear path the game required him to follow is almost a surefire way to piss off your audience.

Take Mafia, for example. Despite its status as a GTA-style nonlinear game, Mafia only has one ending. And it’s far from happy, so if you aren’t a fan of spoilers you might want to skip ahead a few paragraphs. Essentially, the player progresses through the game as Tommy Angelo, a cab driver who rises through the mafia ranks. Throughout the game, he secretly refuses to follow orders (he lets no less than two enemies of the Salieri family go free instead of killing them), and in the end, it catches up with him: though he kills many Salieri gang members and gets Salieri sentenced to life in prison by working as an informant for the FBI, the gang does not forget about him. After a montage of newspaper headlines showing the imprisonment of many Salieri gang members, we fast-forward about twenty years in time. Tommy is about 50 years old, obviously retired, and we see him watering his lawn on an idle summer day. Suddenly, a car pulls up. Two men in suits come out, identify the old man as Tommy, and say the last words Tommy will ever hear: “Salieri sends regards.” Then, bang -- they shoot him to death on his own front lawn.

Now, does this ending serve a thematic purpose? Of course. Is it narratively satisfying? Very much so. But does it piss the player off? Absolutely. The problem with endings such as Mafia’s is that in order for the game to make something horrible happen to the player, it must take control away -- considering audience control is one of the most important things in videogames, this creates frustration. When the developers decide to kill Tommy Angelo in a cutscene, it is an act of betrayal: the player has had control over everything Tommy has done up to that point, only to have it suddenly taken away so Tommy can be killed. Had the player had control over the situation, Tommy simply would not have died: the player would have found a way to survive (many Mafia fans have voiced their desires for an alternate ending, where Tommy kills Salieri instead of turning him in) and thus would have negated the game’s thematic statement that there really is no way out of the mob. In essence, this ending does not come about as a result of the player’s actions (in this case, because the player is suddenly refused any control over the character), and therefore makes the player feel cheated.

Examples like this are not particularly common -- as I will go into later, most game developers would never remove the possibility of a sequel by killing the protagonist – but they do, nonetheless, exist. In Apocalypse for the PSOne, the player kills all four Horsemen of the Apocalypse, only to watch an ending cutscene where the protagonist, Trey Kincade, is killed and possessed by a demon, essentially becoming the Fifth Horseman.

I wholeheartedly support the movement for more sad and depressing endings and games (seriously, I do), but it is fantastically difficult to simultaneously create a depressing and satisfying ending. Playing a videogame, while fun, does feel something like work: you’ve slain thousands of enemies or solved hundreds of puzzles and, in return, the player expects to be rewarded for his efforts. If the player is not rewarded for his hard work, and is instead punished for the sake of the story, the problems begin. It’s tough to admire the thematic and narrative implications of a sad ending when you’re busy wishing death upon the developers who killed your character without asking for your input.

abe

Branching storylines/alternate endings are really hard to execute effectively

It’s very difficult to successfully implement branching storylines and alternate endings, despite how effective they might be in reflecting a player’s gameplay choices through narrative, and vice-versa. I’ve sort-of-kind-of talked about this before, but suffice it to say that alternate endings are hypothetically fantastic -- a happy ending will feel truly earned through player choice and a sad ending won’t feel like a gyp, because it came about due to tangible player action. But sadly, multiple endings are simply difficult to do correctly.

Even ignoring the financial and developmental difficulties in effectively structuring a story around dozens of variables related to player choice, games with multiple endings still suffer from one intrinsic problem: player dissatisfaction. If a game possesses multiple endings -- say, one happy, one unhappy -- one of these will arbitrarily be labeled the “true” ending. Guess which one. If a player gets an unhappy ending, the resulting feeling is almost akin to that felt when seeing a “game over” or “mission failed” screen: when unhappy things occur in such a videogame, it’s usually because of a player’s failure to complete some task. Instead of enjoying the emotional resonance of the unhappy conclusion, the player instead wracks his brain with questions: what did I do wrong? How can I go back and fix it? The player does not consider this a “real” ending and future sequels to the game will likely not consider the unhappier ending canon -- as a result, depressing endings in multiple-conclusion games are almost entirely ignored on a purely narrative, dramatic level.

katamari

Money, money, money

To put it bluntly, there will not be a game made in the next decade that cannot be sequelized. In our current “evolution, not revolution” gaming climate, we opt for sequels and spinoffs and clones more than we respect the standalone work of art, in the same way other genres do. As a result, games are almost required to have some sort of open end, which usually involves (A) the protagonist surviving, and (B) the possibility of conflict remaining. Gears of War ends with absolutely nothing solved. Halo 2 ends on a cliffhanger. The first God of War kept Kratos alive but put him in a position to get angry and violent again, and God of War II ended before Kratos’s ultimate goal was even complete.

The standalone game doesn’t exist anymore -- just ask Keita Takahashi, the creator of Katamari Damacy. He originally wanted Katamari to be a standalone title. But it sold really well, so they made a sequel. When the sequel was made, he again didn’t want to make another – even going so far as to insert a message at the end of the game, essentially telling the player to be happy with the Katamari games he has and not to wish for more.

Then they made Me and My Katamari, and said it would be the last.

Then they announced Beautiful Katamari.

While the Katamari series is hardly known for its hard-hitting narratives, hopefully you see my point: the state of the gaming industry necessitates that a game have the ability to spawn numerous sequels and ripoffs, meaning that a game must have a certain type of ending, which limits the dramatic and thematic payoff of a great ending. What if Macbeth hadn’t ended with the deaths of all the main characters, but instead finished with Macbeth running to the hills, sword in hand, swearing vengeance on his usurpers in a soon-to-be-written sequel? I wouldn’t dare suggest that a game with an open ending is automatically unsatisfying, but this pragmatic necessity of creating endings with the possibility for a sequel really makes it hard to tell a taut, effective story.

Part Two: Endings that Don’t Suck

I was originally going to write this as one huge-ass article, following everything I've said so far with a huge list of endings that manage to buck the trend of mediocrity. But instead of building the list all by myself, it might be much more interesting to hear reader comments on the matter. What are your favorite videogame endings of all time? Why do you like them? What makes them special?

Either post your opinion in the comments, or head to the official thread and do it. In a week or two, I'll pick and choose the best posts and use them to create a separate article.

Alternatively, you can ignore the whole "do my work for me" thing and just leave feedback in the comments below. 


Continue: More sequel stories





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85 comments | showing # 51 to 85

Tino's Avatar - Comment posted on 06/11/2007 16:47
Tino
Why does BBC code work for everyone but me...
justinroman's Avatar - Comment posted on 06/11/2007 16:50
justinroman
Shadow of the Colossus does have an impressive ending. What's amazing is that it uses gameplay to make the emotional point rather than just a cutscene.

I actually think Katamari Damacy does something similar in its credit sequence. Rolling up the continents is a natural extension of the game mechanic, but a rather dramatic change in scope, implying that the process of rolling ever larger and larger things might never end. It's not narrative, but it's a good ending.

By the way, there's a lot in this article that I disagree with in terms of characterizing "good" endings. Shadow of the Colossus, for example, I would say is not very satisfying narratively, definitely sad, and definitely designed to leave sequel potential open, but I don't see how any of those things detract from it.

Finally, let me say directly to Reverend Anthony how refreshing all of your posts on the art and craft of video gaming are. I often disagree with some of your points, and (don't take this the wrong way) I don't think your approach is terribly sophisticated, but it's really great to see someone thinking about these issues and treating them seriously.
Terror Player's Avatar - Comment posted on 06/11/2007 17:42
Terror Player
One of the greatest symbiosis between gameplay and narrative has got to be the Metal Gear Solid series. The three games (havenīt played Portabl Ops) deliver a solid (pun intended) mix between an inteligently crafted narrative and storyline, an immersive gamplay, and a blending between both by a breaking of the fourth wall. Come on!

SPOILERS AHEAD!

Come on! Didnīt the fake Campbell conversations during Arsenal Gear scare the shit out of you! Or the revelations at the end of any of the series! Besides, the detail of the phone conversation at the utmost end is a landmark in videogaming narrative, giving closure to the conflict of the present game, but establishing a plot point to be revolved during the sequel. Its perfect!!

Metal Gear Solid endings FTW!!!

And also, God of War II... I mean, its ridiculuosly epic and leaves you drowling over it...
rasd's Avatar - Comment posted on 06/11/2007 18:53
rasd
Favorite ending, hands down:

A mind forever voyaging
Anthony Burch's Avatar - Comment posted on 06/11/2007 19:03
Anthony Burch
justin:
I have to disagree. I think SOTC does a fantastic job of wrapping things up narratively -- we are told exactly how much we need to know, and not a bit more. Some things must still be left for the player to figure out, but the revelation of who Wander is, how he got the sword, and what becomes of him after killing all the Colossi definitely satisfied the shit out of me.

And I think while it technically leaves sequel potential open, it doesn't do so on the same level of other games; other games allude to sequels with identical gameplay styles and characters, while the eventual SOTC follow-up will almost assuredly include neither of these aspects. Whatever Ueda's next game turns out to be, it'll almost assuredly be an entirely different animal in the same way that SOTC differed greatly from Ico. Even if it does share a universe.
AKK's Avatar - Comment posted on 06/11/2007 19:09
AKK
Exception to the rule: Killer7

The ending was nothing big. No huge explosions or anything, but from a narrative standpoint, it fucking OWNED!

Best ending ever. Wrapped up so many confusions, and made it just fucking awesome!
Ninjajuice66's Avatar - Comment posted on 06/11/2007 19:24
Ninjajuice66
I don't finish my games.
ArrestedDeveloper's Avatar - Comment posted on 06/11/2007 20:17
ArrestedDeveloper
I enjoyed Syberia 2's ending. It wasn't revolutionary, just a very satisfying emotional ending to the story. It truly felt like you had been on this massive journey spanning two games.
twent4's Avatar - Comment posted on 06/11/2007 21:15
twent4
The first half-life had a great ending.

Does anyone remember sierra's Phantasmagoria game from 1995? Had an awesome story driven ending that made sense, and was also very gory and disturbing.

I also remember caring very much for the characters in the original StarCraft, to the point of being upset for like a day when a cutscene disposed of some protoss warrior (tassadar?), and being happy again when he got resurrected.

Don't look at me like that, i was 13 :)
Robert's Avatar - Comment posted on 06/11/2007 22:25
Robert
Starcraft's ending (not Brood War) was pretty satisfying. A little short, but the length of the game, and in particular that final battle, made it worth while and completely epic.

Earthbound is completely satisfying as well. Good last battle with plenty of tie-ins to previous characters and stuff. And then a free-roaming ending for you to enjoy.
sonnesolaris's Avatar - Comment posted on 06/11/2007 22:47
sonnesolaris
Thus far, it's gotta be Killer7 for me.

maybe spoilers

Simply the final, final chapter, the player having to repeat exactly what you had to do in the first chapter, only 100 years later, and the haunting words of "Harman, the world doesn't change, all it does is turn." Such a satisfying and chilling way to end an insane game.

end maybe spoilers

So yeah, I think Killer7 should definitely be included when showing ending. Also, the "twist" regarding the briefcase is fairly crazy, and shocks the player, to a point.
justinroman's Avatar - Comment posted on 06/11/2007 23:08
justinroman
Reverend Anthony:
I agree that SotC ends differently than other games that set up potential sequels, but it still does so. The larger point then is that "setting up for a sequel" can be done well or done poorly. Similarly, sad endings can be done well or done poorly. I don't think it's sensible to proscribe an entire approach as being ineffective at providing a "good" ending, and I kind of get the sense that's what you're saying. I prefer to think that, as you say about multiple endings, creating game endings that use these approaches is "simply difficult to do correctly".
Im OK's Avatar - Comment posted on 06/11/2007 23:18
Im OK
FFVI: You beat Kefka and then, bam, 20-30 minutes of ending, with a little blurb for each and every playable character in the game, provided that you'd acquired them.

Chrono Trigger: Multiple endings, of course. My favorite being that secret-ish one where Marle and Lucca dish on the guys in the game and Crono actually says like two words or something.

EarthBound: After you defeat Giygas, you are allowed to continue playing. No, this isn't some kind of "Yay, I beat the last boss, now I get to keep playing forever and ever for no real reason" thing. This is where you are allowed to keep playing so that you can go around the world and listen to everyone in the game tell you how awesome you are, or some variation thereof. Or you can just go straight home and let the credits roll if you want. It's your choice. Hint for EarthBound: make sure you borrow some money from that dude in the Deep Darkness and then forget to pay him back.

Command and Conquer (the original version): NOD ending: After an awesome (for the time, at least) CGI Tron/Matrix-ish sequence, Kane gives you the choice of four targets to blow the shit out of with the hijacked GDI Ion Cannon: the White House, the Eiffel Tower, the Houses of Parliament, or the Brandenburg Gate. And then some chick with huge tracts o' land reports on the whole thing.
Alaphic's Avatar - Comment posted on 06/11/2007 23:46
Alaphic
@Miller_
I think one of the problems I had with Fable's ending was that no matter how evil you were in the game, you could instantly get the good person ending with the click of a button. That didn't make sense, plot-wise. I ran around killing children and kicking the shit out of chickens for 2 hours (because that's how long it takes to play the whole damn game) and had horns twice the size of Dio's, and I can still get the good ending? That shouldn't even be an option. If you've spent that long developing your character to be evil, it's not in character for you to choose to be good at the end.

Sure, I can understand leaving that decision up to the player if they've walked the line throughout the game, never really picking a side to be on. But if you're overwhelmingly for one side or another, I don't think you should have that option.

Because I'm a Communist bastard.
Anthony Burch's Avatar - Comment posted on 06/12/2007 00:15
Anthony Burch
justin:
I don't think that the necessity of setting a game up for a sequel is always bad -- as you'll see in the next article, most (if not all) of my favorite endings do, in one way or another, leave room for a sequel -- but I think that the fact that it is a necessity does tend to limit the narrative possibilities for a great ending. This type of ending can obviously be done well, but more often than not it results in a crappy "finish the fight"-esque conclusion or a cheesy, horror film moment where the main enemy turns out to be not quite dead after all.

While game developers can and have done fantastic things with sequel setup endings, the fact that this sort of ending is an actual necessity is, to me, problematic. Where films or novels can have a sense of urgency given the fact that you don't know what will happen at the end, many videogames lack this sense of urgency because, in some form or another, the story cannot ever be totally finished. If I had to watch every film for the rest of my life thinking that the film would have to be eventually sequelized, it'd make for many, many suspenseless films.
A Humble Mr Perfect's Avatar - Comment posted on 06/12/2007 00:45
A Humble Mr Perfect
Sorry to break up the philosophical discussion.
I just beat Super Mario Brothers 3, again.
Fucking peach says bye bye at the end of her lame ass joke.

I expected more from you, mario.

You disgust me.
Im OK's Avatar - Comment posted on 06/12/2007 00:49
Im OK
The worst kind of endings are the ones that set up a sequel...

...and then the damned sequel is never made and has little to no hope of ever being made.

The games themselves may be awesome, and the endings get you hoping for more later, but then... nothing.

E.g. Gabriel Knight 3, Shenmue 2, etc.
polalion's Avatar - Comment posted on 06/12/2007 01:15
polalion
How come nobody mentioned the ending for Half-Life 2?

It was on so many levels massively disappointing for me.
ArrestedDeveloper's Avatar - Comment posted on 06/12/2007 02:29
ArrestedDeveloper
@Im OK
I still pissed about Gabriel Knight 3 leaving off on a cliff hanger and then dropping the series. Boo Vivendi/Sierra.
RJG's Avatar - Comment posted on 06/12/2007 03:43
RJG
I'm going to go out on a limb here and say that the ending and the final level should be one and the same.

Super Metroid is a perfect example. You come up against the Mother Brain, only to find her still alive. You kill her. She dies. Then she gets up AGAIN and kicks your ass. In a scripted battle you cannot win, until the intervention of the Baby Metroid, who weakens the Mother Brain and strengthens you, but dies in the process. Then you have to escape the exploding planet. Your mission is complete (recovering the Baby Metroid, ending the Space Pirate threat on Zebes, stopping the Metroid breeding program) but you're not out alive. You make it out (with the option of saving a some other creatures that ties in nicely to the ending in the next sequel, Fusion, when those same animals save your life) and your ship flies into space.

The reward? You get some fanservice. A shot of Samus in her underwear/bikini. You also get a mission rating. Since the game is long the first time round, but shorter with each conesecutive play through once you know what you're doing, you can keep playing through in only a few hours, trying to get a better score and get different shots of Samus in her undies.

That, in my mind, is the perfect ending, with plenty of reward for multiple playthroughs that doesn't alter the narrative.
In_Flames's Avatar - Comment posted on 06/12/2007 04:50
In_Flames
Anybody played Shin Megami Tensei:Nocturne (SMT:Lucifer's Call PAL)? As far as having control over an ending went it was the best control that i've ever had. You were the demi-fiend, with the power to create the new world as the "conception" had occured and you were in a post apocalyptic world. It had 6 different endings depending on your answer to several questions throughout the game and your alliance with certain people. You could effectiveley give rebirth to the earth or destory the earth completely.
alexkorova's Avatar - Comment posted on 06/12/2007 09:40
alexkorova
The ending of Marathon 3: Infinity is for me great, it was probably the first game I finished which actually sent chills down my spine. The whole Marathon series have quite an interesting story (way before this Half-Life thing), but Infinity was just great for me and the ending fit it perfectly.

I remember playing an arcade game with my cousin (it was some kind of side scrolling shooter with co-op), and when we finally completed it, oh well, spoiler alert, but I dont even remember the name of the game ;), it turns out that we where helping the bad guys who where trying to take over the world. Not anything that special, but because of the mood and the way the game was made it definately suprised us.

The ending of Fallout 1 was great aswell.

Spoilers!!!:

You see how your actions had consequences to the life in the wasteland, and then, when you are supposed to return to your life in the vault, the leader kicks you out from there and you are forced out into the wastelands, exiled from your home. I've played the game quite a lot, and sometimes your character shoots the leader instead :)
thisissami's Avatar - Comment posted on 06/12/2007 12:03
thisissami
i thought FFX-2 implemented multiple endings well... they didn't have that many (5 or 6 i think) but it was better than having a sole ending. i don't think anybody knew this, but if you didn't beat the final boss within 10 mintues (or 100 hits) - or whatever it is - then you get an alternate ending where the world more or less blows up. it's really cool to watch! you can also kill yourself on purpose to see that! i mean FFX-2 wasn't my favorite game (and despite all the naysayers, it was a good game - even if it's crap compared to Final fantasy standards), but it had a decent implementation of multiple endings.
Aesis's Avatar - Comment posted on 06/12/2007 14:13
Aesis
This is an interesting article, but it has a ton of blanket statements that don't apply to everyone... Before I read past the title I was thinking of Mafia as it easily has one of the best endings I've seen, I was definitely not pissed off by it. Personally, when I play a game I don't only think "Would I still play this without the story" but "Would I still play this with bad gameplay". I tend to play games for the story and world, and I feel not all game types need a final boss scenario or even good gameplay, for instance pointnclick adventure games and many japanese RPGs, which I doubt anyone would play minus the story.
Detry's Avatar - Comment posted on 06/12/2007 21:07
Detry
Great article.

I'm nominating you Anthony as the Pope of Video Games.
John Martone's Avatar - Comment posted on 06/13/2007 00:51
John Martone
For the record, I care more about an interesting narrative denouement than an explosive finale. However, I know that I'm weird in this regard.
As always, highly enjoyable article.
stanstanley's Avatar - Comment posted on 06/13/2007 20:26
stanstanley
I loved Castlevania III's ending for the NES. You have four possible endings depending on which ally you chose to accompany you on the quest. The ending with Sypha is fantastic. It's short, but triuphant, and just a little sad. Plus you kind of find out a cool secret about Sypha up to that point.
michiyoyoshiku's Avatar - Comment posted on 06/15/2007 17:30
michiyoyoshiku
Watch more games get the Sopranos ending
Kinsella's Avatar - Comment posted on 06/17/2007 15:23
Kinsella
Saint's Row didn't end as I would have liked.
pkhilson's Avatar - Comment posted on 06/18/2007 11:48
pkhilson
FF VI had a wicked ending in the sense that even though all was resolved at the end and the world is back to being peaceful, you can't help but feel sad at Shadow's choice to stay behind and die.

Yes, you have no control over this event, but at the same time, the character himself is unpredictable the entire story and is torn with guilt.
Spitfire747's Avatar - Comment posted on 06/18/2007 15:53
Spitfire747
Mass Effect looks like it might be able to pull of the multiple endings very well. It also features concequences for most actions, which I hope they do well. So here's to hoping.

But Halo, I think, had one of the best videogames ever. Don't tell me that the last level and ending (as well as the bonus cutscene after the credits) didn't leave you feeling satisfyed, but so wanting that sequel that it hints at. The Maw, in my opinion, is so well done. Visiting the wreck that you first started on, fighting your way through the three factions vying for control of the wreck, while you set off the engine core, and you have to drive through the ship in a hectic 6 minutes or less, while explosions and enemies are everywhere. Not to mention witnissing the death of your "friend" and ride out of the place. You think you're out of the mess, only to see FoeHammer crash and burn right before your eyes. You then make mad dash to the last remainin way out, then a cutscene, with you screaming out of the hangar then watching Halo exploding all over the place, some of its own chuncks ripping iself apart. Then you here the line that makes you anticipate the sequel "No, I think we're just getting started." That was six years ago. Now look, Halo 2, Halo 3, and Halo Wars. We were just getting started.
Bale's Avatar - Comment posted on 06/22/2007 07:51
Bale
What about the ending to The Legend of Zelda: Ocarina of Time. Sweet adventure, awesome final battle and a cool little musical cutscene with a lot of people dancing there asses off and child Link returning to Zelda after all of that. It made me happy!
Churchhills Dog's Avatar - Comment posted on 06/27/2007 15:57
Churchhills Dog
It may have been a simplistic shooter but I always thought the final level of Painkiller was an exceptional piece of design. Very memorable.
nathangsm's Avatar - Comment posted on 03/29/2008 15:06
nathangsm
Well, I'm about a year late to the party, but this article was recently referenced in a feature on 1UP about gamers not finishing their games, so...

Anyway, I wanted to mention the ending to Final Fantasy X, which is probably my all-time favorite game ending (closely followed by the ending to Portal). Yes, the player's protagonist character is arbitrarily—tragically—"killed" at the end of gameplay, but it's a necessary part of the narrative climax, and while it saddened me, I found it to be a very satisfying and fulfilling end to the journey.

I know that not everybody would feel this way, of course. As an example, I talked to one gamer who disliked that, after taking the side-quests to gain the three secret summoned creatures, and training them with all kinds of additional abilities, you end up having to fight and destroy them in the final battle. For myself, it was the BECAUSE I had put so much time and effort into teaching the summonings new spells and abilities, and leveling them up, that when the story forced my party to destroy them, I could share in the feelings of sorrow and regret that the character Yuna was displaying as she summoned her former allies, which her entire pilgrimage had been the purpose of gaining.

So I think that, like with other narrative mediums, video games have to accept that not everyone is going to be satisfied with or approve of the choices that are outside of a player's control, but that doesn't necessarily mean that such narrative choices shouldn't be made, although it must be done with finesse. I think that in FFX's case, it was done well and achieved its emotional impact because the ultimate conclusion was well supported by previous elements in the story. Also, because you're informed before the final battle starts that, once it's all finished, Tidus will "disappear", as a player you have the chance to share in his resolve, fighting on regardless of that outcome. And so, although there is only one ending to the story, you feel that the ending came about because of your actions, rather then an arbitrary decision beyond your control.
Christopher J Oatis's Avatar - Comment posted on 03/28/2009 11:11
Christopher J Oatis
Project Firestart pulled off a series of Endings depending on your Completion of Gameplay in its time, I don't know why its an issue now
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