What are your thoughts about tragic endings?
#26
Posté 28 janvier 2014 - 07:59
Personally, I don't choose endings that involve my character dying. I play these games because of the ability to create my own character, so they're the most important thing to me - not the world or anything else that may be saved by their sacrifice. If DAI did have an ending like this, I probably wouldn't buy it at all, or on the off-chance that I did, stop playing before the end.
#27
Posté 28 janvier 2014 - 08:00
Say the tear requires a sacrifice, but I happen to be playing an evil Inquisitor. What is stopping my character from dragging a random civie along and killing them instead of himself? Or even a faithful companion? This pretty much derails the character I would be role playing, because he would not be in the mindset of I ought to save the world by sacrificing myself! I don't like forced sacrificial endings, they often reek of BS to me and in my opinion Biowares attempts at this have not come across favourably.
It should be one of multiple endings, not the only ending. It should be a choice the player makes, not a pre-determined path. It's the same issue I take with certain gameplay/storytelling aspects. I want to know that something bad happened because I effed up a fight or didn't build my character more effectively when I get waterboarded by Rita Repulsa. I don't want to find out that it was a fight I simply wasn't supposed to win in order to advance to the next cutscene.
My contrary nature would not accept a sacrifice ending anyway when I've spent X amount of hours building and fleshing out my character. I instinctively choose to let them live because I don't want to see them die for a silly reason. If someone says to me, that character has to die because I say so. I respond with we'll see about that mother f**ker. It's partly an eff you I do what I want to reflex and this is my character. I decide how his or her story ends. No one else. I mean no disrespect to the creators of the game, but that is just how I feel about it.
Modifié par ames4u, 28 janvier 2014 - 08:07 .
#28
Posté 28 janvier 2014 - 08:01
That's not to say that having one or two possible tragic endings is bad. That'd be great, but there should be alternatives, based on how you play.
#29
Posté 28 janvier 2014 - 08:05
#30
Posté 28 janvier 2014 - 08:10
#31
Posté 28 janvier 2014 - 08:12
If a game (or movie, or television show) feeds you an unbroken chain of unequivocal triumph over the entire course of the narrative, then ends it with a cold slap of tragedy in the face, that is a load of crap. That's like David Lynch writing the most unpleasant ending possible when Twin Peaks didn't get renewed for another season.
One more observation: if you plan to sell more products in a series, you should avoid ending your current installment on a sour note, unless it's a cliffhanger you plan to resolve in the next installment. If you intent the next iteration to start a whole new storyline with new characters, etc... then you should be damn sure you leave your audience happy and wanting more.
#32
Posté 28 janvier 2014 - 08:16
I play video games for escapism and entertainment (fun).
And I don't mean for this to sound insulting or condescending at all (I really don't) BUT I am a full grown and mature adult and don't want or need my video game entertainment trying to teach me "tragic" moral or ethical lessons.
Also, IMO, if you are looking for these things in video games, you need to get out and live life away from the computer monitor for a long time and explore these things for real and not look for answers in a contrived pixelated fantasy.
#33
Posté 28 janvier 2014 - 08:17
I want to choose how to end the game with my character.
Modifié par AngelSpirit, 28 janvier 2014 - 08:18 .
#34
Posté 28 janvier 2014 - 08:24
I hope we get some sombre endings in da:I, with both something sad and something sweet.
#35
Posté 28 janvier 2014 - 08:26
#36
Posté 28 janvier 2014 - 08:33
Bittersweet endings can work.
#37
Posté 28 janvier 2014 - 08:37
#38
Guest_EntropicAngel_*
Posté 28 janvier 2014 - 08:50
Guest_EntropicAngel_*
I enjoy them, especially when they're foreshadowed very VERY cleverly throughout the entire game, like in FF XIII-2.
But I can understand not having a completely tragic ending.
KaiserShep wrote...
DA:O's tragic ending worked so well because the buildup to it made perfect sense. It would have worked even without Morrigan's dark ritual. It didn't feel forced, which is something I feel is all too easy a trap to fall into when it comes to disposing of the protagonist.
Lol, what? You find out in the last five hours of the game that someone's going to have to die to kill the Archdemon. I'm not sure you can call that much of a "buildup," in a 60-70 hour game.
Modifié par EntropicAngel, 28 janvier 2014 - 08:53 .
#39
Posté 28 janvier 2014 - 09:06
Jaison1986 wrote...
I only accept an tragic ending in an role playing game such as Dragon age or Mass effect, if it's optional. Why do I aways need to die in order to save the day? Stuff like that should be optional. I liked how I was given choice of either dying, or send someone else to die by the end of DA:O, or even perform the ritual so everyone lives. To me, stuff like that being optional is the key.
this sums it up very well for me.
If there is a tragic ending
1) make it inevitable based on choices the protag made throughout the game.....not a last minute choice
2) make it so there are choices you can make where the protag is able to be successful without sacrifice.
I really liked with DAO that
1) I knew that one of us was going to have to die, me,
2) loved the choice of do i or a companion do the dark ritual so we stay alive? what's the possible ramifications?
3) loved that the final decision was determined by if you did #2 or not, who you took with, and if you did take the other GW with you....and you hadn't done #2.....is it them or you that goes for the sacrifice.
Made plaything through the ending so much more interesting. I have wardens that were like, "No way am I going to die. Alistair, get in there and do your distasteful duty!" "No, Alistair, it's my blow to take, you need to be king." "Yes Alistair, take that killing blow, better you than me!" or "Heh, I'm the only one here, oh heck....oh well, poor planning on my part, maybe I should have taken Morrigan up on that offer."
EntropicAngel wrote...
Lol, what? You find out in the last five hours of the game that someone's going to have to die to kill the Archdemon. I'm not sure you can call that much of a "buildup," in a 60-70 hour game.
You didn't think at the start with the whole GW thing that there was a WHOLE LOT they weren't telling you about the burdens of being a GW? And why it was only GWs that could stop a blight?
Modifié par Jaulen, 28 janvier 2014 - 09:09 .
#40
Posté 28 janvier 2014 - 09:13
It only would have worked without the dark ritual because the option existed to have someone other than the PC sacrifice himself. If the PC had had to die, then no, that would have been terrible.KaiserShep wrote...
DA:O's tragic ending worked so well because the buildup to it made perfect sense. It would have worked even without Morrigan's dark ritual. It didn't feel forced, which is something I feel is all too easy a trap to fall into when it comes to disposing of the protagonist.
#41
Guest_EntropicAngel_*
Posté 28 janvier 2014 - 09:15
Guest_EntropicAngel_*
Jaulen wrote...
You didn't think at the start with the whole GW thing that there was a WHOLE LOT they weren't telling you about the burdens of being a GW? And why it was only GWs that could stop a blight?
The game didn't focus on it. At ALL. As I said, there was no buildup. There are no reoccurring conversations with Alistair about why a Grey Warden is necessary--you're only forcibly conscripted at the beginning, and then at the end of the game you learn why.
No buildup.
#42
Posté 28 janvier 2014 - 09:17
#43
Posté 28 janvier 2014 - 09:18
#44
Posté 28 janvier 2014 - 09:21
Modifié par Annaka, 28 janvier 2014 - 09:32 .
#45
Posté 28 janvier 2014 - 09:23
Modifié par javeart, 28 janvier 2014 - 09:51 .
#46
Posté 28 janvier 2014 - 09:25
#47
Posté 28 janvier 2014 - 09:29
#48
Posté 28 janvier 2014 - 09:30
EntropicAngel wrote...
Jaulen wrote...
You didn't think at the start with the whole GW thing that there was a WHOLE LOT they weren't telling you about the burdens of being a GW? And why it was only GWs that could stop a blight?
The game didn't focus on it. At ALL. As I said, there was no buildup. There are no reoccurring conversations with Alistair about why a Grey Warden is necessary--you're only forcibly conscripted at the beginning, and then at the end of the game you learn why.
No buildup.
To be fair, Alistar didn't know until Riordan told the both of them. I found it curious that he was a Grey Warden much longer, and yet he still wasn't told, yet was told that they're all apparently doomed to die fighting darkspawn in the Deep Roads. It was because of this that I started to hate the Grey Wardens, Duncan and the rest of them for keeping all of this stuff secret in the beginning. I also came to the conclusion that it was the Grey Wardens' fault that Loghain so easily turned on the order and tried to kill them all off. If he knew exactly why they were needed to defeat the archdemon, he might not have thrown Cailan to the wolves at Ostagar just to avoid making nice with the Orlesians. I always make my Warden leave in the end because of this, and don't import into Awakenings or Witch Hunt. In the Warden's place, I'd rather spend whatever time I had left doing something other than doing what they wanted. They don't even have griffons anymore. Not worth it.
Modifié par KaiserShep, 28 janvier 2014 - 09:33 .
#49
Posté 28 janvier 2014 - 09:46
#50
Guest_simfamUP_*
Posté 28 janvier 2014 - 09:50
Guest_simfamUP_*
Sylvius the Mad wrote...
Any tragedy in the ending should be a result of our choices. It should not be pre-determined.
Agreed, but I feel it should be a result of all our choices, things that make sense, just like TW2's final act and its multiple political states.
Now, if it is pre-determined, then I wouldn't mind. I kind of have a distaste for Happy Endings, to me their cheap and full of fluff. The only way a Happy Ending works for me if the rest of the story is tragic.





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