Personally, I'd like to think developers have learned from what went on, but with a game so big and boasting so many choices and reactivity, it's no wonder most who make this sort of game, leave it to a more generic ending. After all, you can't please everyone. Even so, ME3 and DA2 left a sour taste in my mouth after hours of enjoyment, simply in the fact that reloading and picking an alternate choice, resulted in essentially the same outcome. Colours, or the same boss as it was in DA2; there was little deviation.
One of my favourite endings was DA:O. Though, I appreciated the addition of Witchhunt for my romance with Morrigan too. All of which were due to closure. Another couple more epic examples would be what I think many games should aspire to: Final Fantasy IX's ending, or even Legend of Dragoon's climax. I remember watching them and being on the edge of my seat, only to later lay there with a sigh of happiness in how it turned out. Each of the important characters getting their own little moment, to show how it all worked out for each of them.
And if you're anything like me, knowing you're near the ending, you stay awake until 5AM, just to see how it all ends. And with weary eyes, it's just nice to sit back and watch all you've accomplished playout.
I think that's something any game developer, working with a story, needs to remember. We aren't here just for the combat or exploration; we want to be told a good story too. And an ending that matches that calibre, is just as important if not more, especially after hours and hours of emotional investment in the adventure and the characters we grew to love.
((Discuss))
Modifié par ziloe, 22 août 2013 - 01:46 .





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