Would you like an Ending that was Sunshine and Lollipops?
#201
Posté 16 janvier 2013 - 05:51
#202
Posté 16 janvier 2013 - 06:10
Catfish Shotgun wrote...
The Walking Dead sort of game ending.
Another cliffhanger? xp
Modifié par Foopydoopydoo, 16 janvier 2013 - 06:11 .
#203
Posté 16 janvier 2013 - 06:28
Is this a peculiar opinion to have nowadays or soemthing?
To clarify: not everything has to be perfect, but an /ending/ that is emotionally satisfying is a key element of escapist entertainment for me. Endings should respect choices. And it is fine for some of those choices to end up having less than perfect outcomes. But when it comes to things like love interests, friendships, and 'saving the world' there have to be some choices offered in the game that lead to somewhat happy outcomes IMO.
If I want to be immersed in endless quagmires of equally bad choices and unsatisfying outcomes, I'd go work for the UN and try stopping all the midless bloodshed going on around the world. Or work for EA as a PR rep and explain how DRM is good for paying customers and bad for pirates even though everyone except your boss knows this is completely backwards.
In games and entertainment, I want to feel like I'm making a difference. I ALSO want those games to explore complex issues and adult themes (both the kinds with and without nudity since I suspect someone will jump on that!). So yes, I want there to be difficult decisions to make, and some undesirable consequences being potential outcomes, but I still want a /possible/ path through the morass that leads to some form of personal happiness for me as a player.
I hope that's not too terribly naive, but that's how I feel.
#204
Posté 16 janvier 2013 - 06:39
DA2's ending was too ambiguous. That's all. In DA:O, even if you died, you saved the day, and you saw that your sacrifice meant that others, and all of Ferelden for that matter, were able to endure. That's fine by me. Even the grimmest of DA:O's endings also worked because you *knew* what was at stake and what was likely to happen in the end. DA2 failed to set that up, or pay off the ramifications of the ending... alas, the nature of a cliffhanger, to some extent.
I would add... if the main character in DA:I, like the two previous games, is not going to carry over directly into a fourth game, then I think many would like to satisfaction of knowing that characters ultimate fate... whether it is "happily ever after" or otherwise.
Modifié par RaenImrahl, 16 janvier 2013 - 06:42 .
#205
Posté 16 janvier 2013 - 06:43
#206
Posté 16 janvier 2013 - 07:21
#207
Posté 16 janvier 2013 - 07:32
#208
Posté 16 janvier 2013 - 07:33
Marry me.RaenImrahl wrote...
Indeed. Everyone wants a satisfying ending. Whether or not it is a saccharine, candy and rainbows ending is a matter of style, not ultimate resolution. People invest psychological capital in their player-character. Consider that term: player-character. It is a hybrid of you and the avatar in the game world. So of course we want an ending where we are satisfied that we did what we could do. It does not have to be a particularly happy one... but it has to make sense in order to satisfy our desire to be heroic.
DA2's ending was too ambiguous. That's all. In DA:O, even if you died, you saved the day, and you saw that your sacrifice meant that others, and all of Ferelden for that matter, were able to endure. That's fine by me. Even the grimmest of DA:O's endings also worked because you *knew* what was at stake and what was likely to happen in the end. DA2 failed to set that up, or pay off the ramifications of the ending... alas, the nature of a cliffhanger, to some extent.
I would add... if the main character in DA:I, like the two previous games, is not going to carry over directly into a fourth game, then I think many would like to satisfaction of knowing that characters ultimate fate... whether it is "happily ever after" or otherwise.
#209
Posté 16 janvier 2013 - 08:24
I felt the endings were very well done in Origins. It seemed like every ending had the perfect mix of bitter and sweet, and the slides were one of the best moments in the entire game. Something with the same kind of balance as Origins would be great.
#210
Posté 16 janvier 2013 - 08:41
#211
Posté 16 janvier 2013 - 08:43
RaenImrahl wrote...
Indeed. Everyone wants a satisfying ending. Whether or not it is a saccharine, candy and rainbows ending is a matter of style, not ultimate resolution. People invest psychological capital in their player-character. Consider that term: player-character. It is a hybrid of you and the avatar in the game world. So of course we want an ending where we are satisfied that we did what we could do. It does not have to be a particularly happy one... but it has to make sense in order to satisfy our desire to be heroic.
DA2's ending was too ambiguous. That's all. In DA:O, even if you died, you saved the day, and you saw that your sacrifice meant that others, and all of Ferelden for that matter, were able to endure. That's fine by me. Even the grimmest of DA:O's endings also worked because you *knew* what was at stake and what was likely to happen in the end. DA2 failed to set that up, or pay off the ramifications of the ending... alas, the nature of a cliffhanger, to some extent.
I would add... if the main character in DA:I, like the two previous games, is not going to carry over directly into a fourth game, then I think many would like to satisfaction of knowing that characters ultimate fate... whether it is "happily ever after" or otherwise.
Pretty much this. Covered everythig I wanted to say.
#212
Posté 16 janvier 2013 - 08:48
RaenImrahl wrote...
Indeed. Everyone wants a satisfying ending. Whether or not it is a saccharine, candy and rainbows ending is a matter of style, not ultimate resolution. People invest psychological capital in their player-character. Consider that term: player-character. It is a hybrid of you and the avatar in the game world. So of course we want an ending where we are satisfied that we did what we could do. It does not have to be a particularly happy one... but it has to make sense in order to satisfy our desire to be heroic.
DA2's ending was too ambiguous. That's all. In DA:O, even if you died, you saved the day, and you saw that your sacrifice meant that others, and all of Ferelden for that matter, were able to endure. That's fine by me. Even the grimmest of DA:O's endings also worked because you *knew* what was at stake and what was likely to happen in the end. DA2 failed to set that up, or pay off the ramifications of the ending... alas, the nature of a cliffhanger, to some extent.
I would add... if the main character in DA:I, like the two previous games, is not going to carry over directly into a fourth game, then I think many would like to satisfaction of knowing that characters ultimate fate... whether it is "happily ever after" or otherwise.
Excellent post.
#213
Posté 16 janvier 2013 - 09:12
#214
Posté 16 janvier 2013 - 09:12
Modifié par AngelSpirit, 16 janvier 2013 - 09:12 .
#215
Posté 16 janvier 2013 - 09:33
#216
Posté 16 janvier 2013 - 10:16
Sten bowed once before the Warden's remains and then left without saying a word...When fellow Qunari asked if there were worthy people outside of Par Vallon, Sten answered that in all his travels he had only met a single one.
I just want a meaningful, genuine ending based on the choices I made in the game be it good, bad, bittersweet, etc. And if there are any lollipops to be had, the Qun demands that they be of the tootsie pop variety.
Modifié par BouncyFrag, 16 janvier 2013 - 10:21 .
#217
Posté 16 janvier 2013 - 10:21
DA2 was good at that - no sunset riding (more like running from bad to worse, but it was MY chosen "worse"), but no frustration and anger as well. PC did what he thought a right thing, PC is alive and PC is not alone (for now).
I could add Perfect Red from ME3 here, probably, but only if you discard about 2\\3 of what you see during the ending sequence ( *cough* Evac *cough* Jungle *cough* memorial scene). Because that 2\\3 is exactly what prevents you from having anything at all, if your common sense is still somewhere around. Hero may die, hero may live, may have children, may be taken away by random pack of pink flying elephants or eaten by Alien.
Fine by me, but I know that some need to get all they can right on screen before rolling credits.
And speaking of true "bittersweet" endings - I think that "Joker ending" in ME2 was one of greatest ones. Surpasses all of ME3 pathetic and forced sacrifices.
#218
Posté 16 janvier 2013 - 07:53
#219
Posté 16 janvier 2013 - 08:04
RaenImrahl wrote...
I would add... if the main character in DA:I, like the two previous games, is not going to carry over directly into a fourth game, then I think many would like to satisfaction of knowing that characters ultimate fate... whether it is "happily ever after" or otherwise.
This point I agree with the most strongly. The fate of the main character, for better or worse, should be tied up before the credits role.
#220
Posté 16 janvier 2013 - 09:09
#221
Posté 16 janvier 2013 - 09:17
#222
Posté 16 janvier 2013 - 09:44
Maria Caliban wrote...
And rainbows?
Something like Knights of the Old Republic where you're the big damn hero who's saved everyone without a hint of bittersweet if that's what you're looking for?
Or even something Jade Empire where you can marry the Princess, rule the land, and everyone loves you?
Yes, and don't forget the Unicorns!!!
#223
Posté 16 janvier 2013 - 10:28
#224
Posté 16 janvier 2013 - 10:31
#225
Guest_Raga_*
Posté 16 janvier 2013 - 10:47
Guest_Raga_*





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