Put more effort in the ending(s), please
#51
Posté 24 septembre 2012 - 09:05
..but yeah - like above that Applepie posted - that would kill me. I think I actually sneered at the screen when that came up at the end of ME3.
#52
Posté 24 septembre 2012 - 09:32
Modifié par Wulfram, 24 septembre 2012 - 09:32 .
#53
Posté 24 septembre 2012 - 10:24
Applepie_Svk wrote...
And please no silly message on scroll after completing the game like the:
The inquisitor has become a legend by ending a templar-mage conflct or civil war in Orlais or whatever...
Now you can continue to build that legend through further gameplay of downloadable content...
I don't see the problem with this. It's a nice way of telling some people "keep your damned save files because you'll need them later".
Modifié par Sopa de Gato, 24 septembre 2012 - 10:24 .
#54
Posté 24 septembre 2012 - 10:27
#55
Posté 24 septembre 2012 - 11:47
Some of the most DISAPPOINTING endings were ones that just had a slide show with a voice over that's not describing what happened in the slides at all (Deus Ex: HR, ME3 post-EC), as those slides don't really convey anything without details of what exactly happened. Some the WORST video game endings were all cinematic and left questions about what really happened (ME3 pre-EC, Final Fantasy X). Ambiguity sucks in an ending. Movies can pull it off because we don't control the characters, but a video game, where you spend dozens of hours telling a character every detail of their being, from what they wear to what they say, that then makes us surrender that control to an ending that leaves us wondering what our character just did, what the consequences of those actions were and if they were even beneficial or necessary is a HORRIBLE idea.
I'm not just preaching against the ME3 endings in particular, but rather just giving my perception on how video games should end. Don't leave a player to wonder what just happened once the credits start rolling, or think "why did I just bother playing this game?" when they get done.
#56
Posté 24 septembre 2012 - 01:54
Sometimes the less you say, the more powerful the statement.
I just want some beautiful cinematics.
I care about these characters; I don't need to know where they live or what they have for breakfast.
For me personally, knowing too much about my characters future is a bit of a turn off.
I don't want to read - "The warden and Alistair delighted the people of Fereldan and ruled with kindness" .. umm No?.. She didn't ... she was a crazy crazy woman, infact she made Morrigan look friendly... Which is no easy task.
I'd love to see my Rouge on the ocean with Isabella, or my Mage and Zevran tormenting Templars.
I think a brilliant ending would take attributes from decisions through out the series and stitch them into a seemingly unique sequence.
Its like the quest 'Captured' from DA:O, people love it because of how different it can be through each play through with the decisions you make.
#57
Posté 24 septembre 2012 - 02:13
KotOR had a solid ending, as did ME1 and 2. Some of the TOR endings are fantastic, bounty hunter especially. "You want my services, you'll have to pay like everyone else."
#58
Posté 24 septembre 2012 - 02:52
#59
Posté 24 septembre 2012 - 03:53
gangly369 wrote...
Having a discussion about it, though, will not change anything whatsoever, because the stuff that factors into making that ending (time and resources) is beyond our reach and, in many cases, the devs as well.
Isn't that true for most of the other topics concerning the game , though? By this reasoning ("our discussions are unlikely to make the difference") we might as well drop all discussions here except for those about minor game design issues or "hide elmet on/off" stuff, which are, realistically, the ones they're more likely to listen to us about.
Modifié par Pedrak, 24 septembre 2012 - 04:00 .
#60
Posté 24 septembre 2012 - 03:57
#61
Posté 24 septembre 2012 - 04:04
devSin wrote...
I very much doubt this, unless you've never been involved in a NWN discussion. :-)Allan Schumacher wrote...
This is the first that I've seen that some of BioWare's earlier games had poor endings too.
But I think it's been the case that usually you're setting up a sequel or expansion. BG? There are more Bhaalspawn out there, oh noes! BG2? There are more Bhaalspawn out there, oh noes! NWN? There is a toolset! Try it! SoU? And now I shall make myself disappear!
ToB tried to wrap up the BG franchise, and HotU ended that weird story that started in SoU (Deekin!). And I think people generally like those endings, but they're very much caps to their respective series (all of which featured cliffhanger sort of endings for their earlier installments).
I think Jade Empire had a successful ending (it resolved the story it started out to tell, and left the world still relevant), and I loved Origins' ending (Ultimate Sacrifice is probably my all-time favorite video game ending, but I found the other variations enjoyable as well).
ME and ME2 are serviceable, but again, they're clearly meant to be cliffhangers. "Them Reapers is still out there, and we's gonna stop 'em!" Unlike BG and NWN series, though, the final installment had that inexplicably abysmal ending, which really retroactively pulps the endings for the other two (and the stories overall in large part, with the number of inconsistencies and absurdities created by the third).
DA2 also seemed to be a step backward from Origins (which left its world in a state that allowed for an expansion, rather than explicitly setting up a sequel or expansion like BioWare has tended to do). Although it tied off the story being told, it spent relatively little time on it, and it didn't really deign to resolve any of the character threads (although you can't do this completely in an ongoing world, you should still be able to say something about what happens to the people who were thrust into the story).
So I guess the only request I would have is for satisfactory resolution to the story being told. If you're going to be doing an expansion or sequel, don't set it up at the expense of adequate closure for the current story. (I'm not worried about failure on the scale of ME3, not from this team, so I doubt any effort needs to be spent trying to avoid that particular outcome.)
Perfectly put.
#62
Posté 24 septembre 2012 - 04:04
#63
Posté 24 septembre 2012 - 04:21
Allan Schumacher wrote...
This is the first that I've seen that some of BioWare's earlier games had poor endings too.
Some where better than others. But all were at least serviceable.
As far as I'm concerned, a decent ending at least provides:
1) Protagonist lives in at least one ending and has a shot at finding happiness after the game
2) End choice has at least one option that doesn't make me feel like a villain for choosing it.
#64
Posté 24 septembre 2012 - 04:28
Pedrak wrote...
And no slideshows. Did I say that already? Well, one last time. NO SLIDESHOWS.
Why not? I love slideshows, I think they work perfectly as epilogues. Especially in expansive games with lots of endings with different details.
I'm also a proponent of the combination of both a slideshow and a playable epilogue, like in Origins. Personal closure for your character and companions in the same way that you interacted with them in the game, and then a slideshow for the broader changes to the world of the game.
#65
Posté 24 septembre 2012 - 07:29
Applepie_Svk wrote...
And please no silly message on scroll after completing the game like the:
The inquisitor has become a legend by ending a templar-mage conflct or civil war in Orlais or whatever...
Now you can continue to build that legend through further gameplay of downloadable content...
How dare you question ARTISTIC INTEGRITY!
#66
Posté 24 septembre 2012 - 07:42





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