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What are your thoughts about tragic endings?


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#51
Guest_EntropicAngel_*

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KaiserShep wrote...

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.


But there still isn't much build up to it, even thematically. If there was, Alistair and the Grey Warden would have a conversation or two about it. But it gets ignored until Riordan comes along.

This is where I shamelessly plug XIII-2 for its excellently foreshadowed ending. But I'll stop.

#52
Karlone123

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In general  role playing games that offers choice, I prefer it to be one ending unique among the other endings. I want to create and tell my own stories using what the game offers. DAO lets me tell my story, DA2 did too though with Varric's narration kind of broke the immersion. But I do not begrudge it. I would like to see more varied endings, especially a game that will use cinematics. Mass Effect 3 endings used the exact same ending cinematics with the only colours  being the difference which was a bit poor. No to similar endings, and yes to endings that are actually different.

#53
myahele

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As long as its optional then I'm fine with it. Id there's only 1 type of ending like da2 and me3 then I will be disappointed.

#54
Tinxa

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I want the endings whatever they may be to be definitive.

If the PC lives.... great, let's celebrate and have a party.
if the PC dies.... so sad, let's cry and have a funeral.

But PLEASE none of that 3 second clip nonsense of "someone" taking half a breath... implying that the PC maaaaybe lived.... or maybe not...

#55
KaiserShep

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BioWare would be crazy to toss in a tease like that again. I doubt they'd do that to Dragon Age.

#56
Lvl20DM

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Hmmm, I guess I don't see the Ultimate Sacrifice ending of DA:O as tragic, really. The Warden is dead but so is the archdemon . The Blight is over - you won. I would envision a tragic story being one where the protagonist is Loghain and his actions to save Ferelden from Orlais end up dooming it to the Darkspawn. But I suppose it could just be degrees.

#57
Quill74Pen

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Lvl20DM wrote...

Hmmm, I guess I don't see the Ultimate Sacrifice ending of DA:O as tragic, really. The Warden is dead but so is the archdemon . The Blight is over - you won. I would envision a tragic story being one where the protagonist is Loghain and his actions to save Ferelden from Orlais end up dooming it to the Darkspawn. But I suppose it could just be degrees.


Nope, you hit the nail on the head.

This will date me, but I played Chrono Trigger on the Super Nintendo. That game had multiple endings, but one of them was a truly tragic one where you basically watch Lavos ... well, that's all I'll say, because it's a pretty tough ending, and one I don't want to spoil, even more than a decade after CT's release.

#58
Quill74Pen

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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.


Alistair himself had been a Grey Warden for six months prior to his meeting your PC. Odds are, he, too, was recruited during a time of strife — after all, the Blight had been building in strength for months prior to the start of the game.

Odds are, Duncan and his officers in Ferelden's branch of the Grey Wardens would have told the newest members about the possibility of them having to face death if the growing darkspawn menace truly turned out to be a Blight. But leading up to the battle at Ostagar, Duncan was simply desperate to fill the ranks of the Grey Wardens in Ferelden, since the order, having been allowed back into Ferelden a mere 20 yeas earlier (9:10, to be specific), didn't have a lot of members. Heck, most people in Ferelden (outside the nobility) probably didn't even know about the order outside of legend, since it'd been banned for — what? — two centuries prior to 9:10 because the old Ferelden branch of the order violated the order's ban on getting involved in national politics.

So, you've got a lot of crap going on, and Duncan is multi-tasking, trying to get new Grey Wardens while at the same time figuring out if it was a true Blight building, or merely a surge in darkspawn activities on the surface. On top of that, he's dealing with a King Cailen, who seemingly worships the Grey Wardens and builds them up to beyond mythical status ... something that you can tell Duncan was not comfortable with.

Then Ostagar happens, and it's a real Blight that hits the fortress and its defenders with far more darkspawn numbers than the defenders can handle. Duncan and the rest of the Grey Warden Order in Ferelden dies heroically, save for two new (and relatively young) Grey Wardens who, tragically, are left to not only fend for themselves, but are also left to assemble a new army to take on the Blight before it destroys Ferelden and use what's left of the nation as a launching pad into the rest of Thedas.

With all of this in mind, I can see where Duncan might not have immediately told the newest Grey Wardens that, hey, if the Archdemon presents itself, you have to give up your own life to truly kill it.

Plus, I also believe Duncan was trying to "shield" the new Grey Wardens to a degree. It backfired on him, of course, when he and his officers died at Ostagar, before they could fully educate Alistair and the PC on what it truly entailed to be a member of the legendary Grey Warden Order.

#59
Shadow of Light Dragon

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Tragic endings are ok, but there's a saturation point. Once you get too many of them they become expected and unsurprising, if not boring.

I prefer endings that keep me guessing, but at the moment I'm missing endings that have me lean back in my chair and think to myself, "Well, that was just fun."

#60
snackrat

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I don't mind tragic endings, though I feel like they need to be 'earned'. I expected Shepard to die, because they was going up against incredible odds on the behalf of trillions and trillions of people. Stakes that high 'earn' that kind of ending. If they didn't, the stakes seem somehow... diminished, because they were able to go through all that and just get their face scratched up a bit. :/

I didn't like the Warden's sacrifice though. If it was a normal sacrifice for death, yes, but the destruction of soul and self seemed much to bleak for its scale... yet in the end, they made that the only thing that worked. Unless... hey Morrigan, where are yoooou..?

So I have no problem with the Inquisitor dying. I just hope it is represented in scale first, otherwise the ending feels cheap (big scale, no death) or stupid (small scale, big death).

#61
YuniSticksitDeep

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REAL Life is filled with tragic ends, most people you know and or loved who have died, probably didn't go off giggling.

"Read this Carefully" If I am Paying for a Game, I want a HAPPY Ending, UNLESS I (By my ineptitude) fail to do the right things or properly prepare for a fight.

Do you Pay for a Courtesan and "expect" a headache?????????????????????????

Yuni "Lockdown!:devil:


Bioware needs to listen to the fans and not the stock holders on this one.

Modifié par YuniSticksitDeep, 29 janvier 2014 - 12:09 .


#62
Rotward

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simfamSP wrote...

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.

A tragic ending that feels forced is just as bad as a forced happy ending. 

#63
Jaulen

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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.



There doesn't have to be a big 'hit me on the head with obvious hints' for build up (to me at least)

I can't recall who said it, or the conversation, but it's almost a couple of throw away lines that all the former GWs died stopping their archdemon.....and that only a GW can do it.

At that point in the game, I was like "So....what am I missing?"


And for me, the tragedy wasn't in that your GW dies, it's a bittersweet happy ending (drat, I'm dead....but everyone else is safe now.....yeah me!) .....the sad part comes at the fuenral scene....gets me every time.

#64
Nefla

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I guess I can't see an ending as triumphant or happy if the PC and/or companions are dead. The story, world, culture, etc...as interesting as they may be are all secondary to me. I get attached to characters and they are the main reason I play.

#65
Wulfram

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I'm OK with my character dying as long as the sacrifice feels worthwhile. I want to feel like I've won - this is a game as well as a story.

#66
TheKomandorShepard

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No thanks my inquisitor will value his life over thedas very highly to do hs and i don't want next forced drama for sake drama like in da 2 why even bother with doing things as inquisitor when we die in the end anway we could just kill ourselves throwing them at dragon or something with smiliar result... 

#67
Grieving Natashina

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Knight of Dane wrote...

Tragic endings are crap.

Bittersweet endings can work.


^ Without a doubt.  

#68
The Serge777

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I don't mind tragic endings.  What I do mind are endings...  Hell, stories, that are expected to be RPGs in which PC efforts, decisions, choices, and actions resonate.  While there must (should) be limits to influence (i.e. there should always be some situations in which a PC can't influence someone or something), the end game should reflect the character's choices and offer a breadth of possibilities up to and including a tragic death. 

While I loved DA2, my biggest gripe with it was the lack of agency, particularly with the end.  For example, Anders blows up the Chantry regardless of your relationship with him.  You have no influence there.  To me, if Anders is a close friend/lover and you had the ability to uncover his plan and reason with him, it would have been more interesting if he didn't always blow up the Chantry even if the Chantry always blew up...  If you could stop Anders, someone else may come along and do (like Alain).

Another example are the final fights between Orsino and Meredith.  While the end result may well be the burning down of the Circles and the break between the Templars and the Chantry, the final battles didn't need to happen all the time.  Orsino could have been talked out of despair if certain actions had been taken by you throughout the game.  Meredith could have been convinced to stand down.  Sure, something could have occurred that results in conflict, but the PC should have had a little more control and not seem like an impotent bystander.

So, I don't mind tragic endings.  I do mind endings in which there's little to no accounting for PC actions.  DAO managed to achieve this much better than DA2.  I'm hoping DAI manages to mimic DAO in this one regard.

#69
coldflame

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No thanks. If I want a tragedy I'd turn on the news or go look into a mirror... wait... man, I hate my life...

#70
Zatche

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I've seen well written and badly written happy endings. I've seen the same of tragic endings. I just care that the ending is well done, and it is fitting to the themes of the story.

With regard to railroaded endings, I'd like to see multiple endings based on choice. And I'd like to see those endings be of high quality. But if I had to choose, I'd rather have one well written and fitting ending than multiple badly written endings devoid of any meaning.

Edit: @Rotward. Yeah, sometimes the English language can be annoying.

Modifié par Zatche, 29 janvier 2014 - 03:19 .


#71
Rotward

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^ I know what you're saying, but "quality" is a better choice of words than "good." Good's often used to indicate a happy ending.

#72
Jackums

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I personally like tragic endings. Prefer them, even. But it shouldn't be forced. Endgame success is predetermined, yes, but not the nature of the success. That much should be left for the individual player to decide.

#73
Noctis Augustus

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I think the greek tragedy should be used more in modern narratives.

Modifié par Noctis Augustus, 29 janvier 2014 - 02:15 .


#74
A Crusty Knight Of Colour

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I think well-written endings are more important, personally.

Also, endings that feel like a culmination of your choices are good, since it's an RPG.

As for tragic endings in games, I heard that Planet Escape: Tournament game is pretty well liked.

#75
kheldorin

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I don't like tragic endings for Bioware games even if it is executed well and fits the story. It ruins the replayability of the game which is the major strength of Bioware games. Tragic stories for me are meant to be enjoyed once and then never again. I'd like my 2nd playthrough to follow quickly after my first and not years later when I've forgotten how tragic the story is.