DPSSOC wrote...
Dasher1010 wrote...
1. Give players a real final boss. Somebody who's been an antagonist for most of the game.
Why? What is so necessary about a boss fight?
Dasher1010 wrote...
2. Think about the things that the EC fixed. An epilogue with slides that show the impact of choices is practically mandatory.
Why? Keep in mind DA2 had 1 choice with consequences outside Kirkwall and they covered it, for like the whole game. The others we experience for ourselves.
Dasher1010 wrote...
3. Don't bring in any new characters right at the end. The ending should be about closure, not introductions.
Unless they want a tie-in to the next game. DA:O had to end clean because they weren't sure there'd be a sequel (same as ME1), but DA2 was left open, I'm guessing, because DA3 had already been given the go ahead.
1. Boss fights are not how games end. they simply mark the end of the player interaction phase portion of the game. The end will usually go to a cutscene shortly after.
Boss fights are usually, or should be, against an enemy who is the biggest bad in the game. The big bad will usually put himself in this position by taking a stance that is detrimental to those around him on ethical and moral grounds. Seriously. This is "the" endgame of alot of games and movies. The final righting of wrongs etc etc. If the game ends and the origin of all wrongs hasn't been vanquished then the story has breached rules of writing pertaining to how to bring about the end game. (note that rules of writing is similar to the rules of writing music. Mozart was considered abit of a punk in his time, but the flair and style at which he followed and broke the rules of writing music, to effect that the music was enhanced rather than diminished, made him a household name).
2: I think the developers can do a little better than that.
3: The matrix.......... number 1. Best movie of the trilogy. The brothers who made it had a 3 movie arc plan. But were told to write and develop the Matrix as if it would only be the only movie. It kinda shows as 2 and 3 feed into each other more and loses the plot a bit. That farewell death scene with Trinity? "Kiss Me" as she's dying? Went on for to long and induced much yawning. Not to be mean but if the brothers had developed that scene in the same way as they developed the scenes from ME1 they would have cut out alot of fat, had a final farwell and seen our hero go off to do battle.
And don't get me started on Matrix 2's "To be continued" ending. The brothers clearly mixed up the world of movies with the world of serial TV shows.
Stll not convinced? Read the X-Wing novel series. The books have a recurring plot in them but are treated as stand alone titles that resolve the plot while feeding into a greater narrative.
Maybe we need to look at the "To be continued" thing from a different angle. A resolved plot, to marketer's of a franchise, is, idealogically, not likely to attract consumers to the next part of the story. Whereas the idea of, "Leave them hanging for more", is more likely to bring in customers. This makes sense but there is a problem with this style of thinking.
By not having standalone plot resolutions the developers are not creating art. They are creating product. the difference? Hideo Kojima once said that he would never port MGS1 onto newer consoles. He made the game he wanted and was moving on. Art is never finished, only abandoned and by refusing to abandon plot's within narrative's story developers will write themselves into corners to the point where plot and narrative no longer hold our attention, or become so overblown that the only resolution that can be concieved is ridiculous and out of context with all that came before.
Modifié par Redbelle, 03 novembre 2012 - 10:36 .