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How to do endings


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bEVEsthda

bEVEsthda
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To all the tldr-people: just get outa here.

This is hardly a new subject on Bioware's forums. Through the years, though enjoying the games, I must say that I have mostly found Bioware endings quite lacking. Somewhere, in the back of my head, I'm puzzled that we have to revisit this again. But I'm making this thread in some hope of being able to 'help' Bioware. Feedback. I think the DA2 discussion has been rather lean on ending feedback, dominated by other issues.

Let's first consider ending as it relates to story:

I have not played ME3, likely never will, so I don't know anything about that heavily criticized ending. But one thing that strikes me, is how important the ending is for the overall reception of the game. So I'm saying this: Get the ending right in DA3, and you'll have taken home a big chunk of the deal with the gamers. Get it very wrong, ...well ME3 serves as an example. Whatever I personally would think about ME3, my impression is that the gameplay and story were otherwise well liked by most ME gamers.

The ending is when the gamer is going to lean back, relax and savor the experience. Thoughts spinning through the head. That should be a moment of satisfaction, high spirits and closure. A good feeling → perception of a good game that was liked.

I think, honestly and with deep conviction, that one should be very suspicious of 'arty', forced endings. If you can see yourself, in the future, as having to use phrases such as:

“...scale of the conflict and the underlying theme of sacrifice would lead to a bittersweet ending—to do otherwise would betray the agonizing decisions...”

Well, - then you're in a very dangerous place! I think that in particular: “to do otherwise would betray”, is such a splendid illustration to how and how far you erred. Particularly when you did seem to betray – not “agonizing decisions” maybe”, but – the players' own, very struggle throughout 3 games.

I believe it's far better to err towards “trivial”, “cliche”, “shallow”, than mess up by heavyweight, literary ambitions. That doesn't mean that I think it's infeasible to do deeper or original stories. You just have to be careful about certain things.

1: No cliffhanger! I know your marketing dudes crave for this. They're wrong (and I would say they're always wrong). It's so wrong for so many reasons. Gamers hate it. All of them. You tie your own future decisions. You tie gamers' expectations. It provides no closure. It provides no space for the player to assume or understand the aftermath.
Just tell marketing “No deal! No midway! No compromise!”
Make your games complete, standalone and clean.

2: Tragedy is overrated! That doesn't mean there isn't any place for it, but putting it in the ending sort of invalidates all the struggle and choices, the gamer has immersed in, throughout a long game. You have to keep it in your head that it's a game. It's not a movie or novel. Not even an interactive such. It's a game. And games are played for winning. (Which doesn't mean that every choice or path must lead to a slam-dunk triumph).
But A win. Not an unsatisfactory settlement.
:- The world laid mostly waste, but the enemy vanquished and gone = still a win.
:- You, your friends and your army are annihilated, but a small group of humans are allowed to live on, within the confines of a small corral, thanks to your 'sacrifice' = defeat, loss. (Most gamer's protagonists would prefer to lose by die trying, so in the end it's also a betrayal of choice anyway.)

3: No 'Deus ex machina'! Not by any degree! As I said, I've not played ME3, but the little I've heard about it is quite alarming. Deus ex machina is an absolute abomination that should always be condemned in the strongest, in stories, novels and movies. But in games, where players have struggled throughout, towards a goal, it's, if possible, even worse. And that extends to sudden fundamental “twists” as well. There is the protagonist's goals, planning and part-achievements throughout the game. These should be respected in the ending. They should not all be for nothing.


Now, instead of the story, consider the mechanics of the ending:

The first thing, that has often annoyed me very much about many Bioware games, from the BG games to Awakening, is how we make the final, killing blow on the antagonist, - and then everything immediately freezes and we're presented with the after-texts and credits.

I've never understood this. In particular, I didn't understand why this sort of disaster of ending made a comeback in 'Awakening'. I mean, DA:O had a terrific ending.

And it's so easy, even on a zero zots-budget for ending, to do something much better: Just simply delay the transition to the after-texts, until the player leaves an area, or enters a final, goal area. There you have it: Zero zots! And much better! Not great, not good, but much better.

But really, Bioware already knows how to make a great ending. You did with DA:O.

Modifié par bEVEsthda, 09 avril 2012 - 02:53 .