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What happened to saving the girl and beating the bad guy?


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#51
Jorji Costava

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Darkness is an ongoing trend in gaming (catching up with movies and books i suppose). Renegade is considered by many to be more fun than Paragon (because punching/shooting/killing people is fun yo!). Protagonists can die. Protagonist love interests can die. Protagonist family members can die. Script railroading is almost always for darkness' sake. Etc. Pretty much a 180 from general gaming 15+ years ago.

 

Speaking in a general sense of course; there are still games that let us be the unequivocal hero but they are no longer the rule, and the way in which we become hero varies. (I like variety.)

 

There's actually some preliminary evidence to suggest that Paragon-type decisions still tend to be the preferred path in games with moral choice systems.

 

As far as why we see less of the "kill the bad guy and save the day" stories, I think there's a growing belief among many in the industry (see David Cage's presentation for an example of this) that games are under pressure to become more "mature" (whatever that means), or have more artistic depth. Some, like Cage, think this means emulating Hollywood as much as possible, but the wider idea that a lot of people seem to have is that games ought to give you what you need instead of what you want.

 

The further assumption is that this means telling darker stories, and not indulging the player's desire for a happy ending in favor of a darker ending with more thematic punch. This can conflict with players' expectations that games will have win states, and that achieving the win states means that things will turn out well for the player avatar in the end

 

Personally, I'm content to let a thousand flowers bloom; I don't have a particular preference for one kind of ending over another. The most important thing is that the ending fits and encapsulates what came before. I have no problem with darker endings, but I'd also resist the tendency to automatically equate darkness with greater depth.


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#52
spirosz

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I really don't see this as in issue, if the game itself is executed in a moving and enjoyable way... especially if it makes the experience worth playing.  Practically every game is going to have some sort of storyline that is cliche to an extent, it's usually the in-between moments that make it stand out and show off it's creativity and originality.  


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#53
xAmilli0n

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It used to be you'd save the princess and beat the bad guy at the end of a good game.  These days the main character dies and the good game tends to become meh.  Its not just the end of the ME series, it happens in Fallout too.  Why the change from winning to phyrric victories?

 

Creators wanted to try something.  Consumers bought it.  Some decided to make more of the same.  Others didn't. The end.



#54
SwobyJ

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I don't want to save everyone, least of the 'the princess who is important because PRINCESS HUH'.

 

I want my character to improve, help others improve, and for them to help my own character improve in turn. Then we all save everything together.

 

And this has been a thing for Bioware for some time. It is one reason why I enjoy their stories. I may be the One True Hope at times, but it is made very clear that this isn't done without the help over a bunch of others. Including the Princess.



#55
spirosz

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Yeah, they tend to follow certain story archetypes, but it's the molding around that story that makes them stand out for me at least, though... you could state that certain characters tend to follow stereotypical aspects, but I tend to find their characters real deep, depending on if they vibe with me or not.  

 

Hopefully they don't have another Diana Allers in Inquisitor. 



#56
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While I dislike depressing endings as much as anyone else, the archtype of story the OP mentions shouldn't ever become a thing again.

Implying it's still not a thing


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#57
spirosz

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Implying it's still not a thing

 

photo-thumb-684333.jpg?_r=1403221146


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#58
Mr.House

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Because save the girl and save the day is extremely boring imo for a story. I don't play Mario for that, I play it fort he platforming. If Persona 3 ended with Minato/Minako going towards the moon, seeing Nyx laying on a bed, kiss her and wake her up and everyone is saved I would roll my eyes and hit something.

 

I like dark, bittersweet or tragic endings along with complex stories the most, does not mean I won't enjoy the nice upbeat story now and then but that's my preference and I'm happy this is the way it is now.

 

Also for the last dam time, ME3 ending was not bad because it was dark, it was bad because it was horribly written, same with the Fallout 3 ending.


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#59
Inquisitor Mary Sue

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It used to be you'd save the princess and beat the bad guy at the end of a good game.  These days the main character dies and the good game tends to become meh.  Its not just the end of the ME series, it happens in Fallout too.  Why the change from winning to phyrric victories?

 

It is because the princess is a real person too with aspirations of her own, perhaps she doesn't want to wait around for some man to save her? Perhaps she is perfectly capable of defending herself and wants to find her own adventure to go on?



#60
lady_v23

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Even though Ron Pearlman calls you a coward for sending Fawkes in there like a smart person.
Why Pearlman-Senpai Why!?


I still haven't forgiven him. I mean, how dare u??
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#61
Dominus

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What happened to saving the girl and beating the bad guy?

It's still there. Just not as much as it used to be.

As the gaming industry has grown exponentially over the years, people have tried to explore more unique storylines than what was coming out back in the day. If that sort of thing is what you're looking for, its still out there.

#62
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Stereotypes aren't always good.



#63
Guest_Puddi III_*

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You stopped buying Nintendo consoles, that's what happened. You monster.
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#64
Guest_Catch This Fade_*

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You stopped buying Nintendo consoles, that's what happened. You monster.

#SHOTSFIRED



#65
Guest_AedanStarfang_*

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Why can't we have a guy rescue his boyfriend from the villain? 



#66
SwobyJ

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Why can't we have a guy rescue his boyfriend from the villain? 

 

Maybe Doriannnnnnn



#67
Allan Schumacher

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Saving the girl was deemed sexist. 

 

More overused (the consequence of its overuse is that some consider it to be an example of sexism)



#68
saMoorai

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Why can't we have a guy rescue his boyfriend from the villain? 

Metal Gear Solid V has Big Boss rescuing Kaz.



#69
ObserverStatus

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I still haven't forgiven him. I mean, how dare u??

I know right, no amount of retcons will ever make me like Fenix, she told me that she could save my life but he wouldn't because Destiny. Forget saving the girl, why did that girl refuse to save me? I hope she wastes $200 on the collector's edition and then it sucks.



#70
wolfhowwl

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It used to be you'd save the princess and beat the bad guy at the end of a good game.  These days the main character dies and the good game tends to become meh.  Its not just the end of the ME series, it happens in Fallout too.  Why the change from winning to phyrric victories?

 

Gaming grew up.

 

No longer do we play games for shallow amusement, now we want to be transported to a new world with interesting stories, challenging themes, and deep characters. It's an experience that the cheap save the princess thrills of the past could never hope to match.



#71
SwobyJ

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Gaming is in its late teens to early 20s.

 

The next 1-2 decades imo will be awesome. And then (after a few decades,) tired. But by that point, who cares? *steps in holodeck*



#72
Guest_AedanStarfang_*

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Maybe Doriannnnnnn

Ohhh that's right he does like the guys huh, well I know who I am romancing (keep fingers crossed)  :wub:

 

Metal Gear Solid V has Big Boss rescuing Kaz.

They weren't lovers though were they? I haven't played MGSV yet 



#73
saMoorai

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In a side mission in Peace Walker you go on a date with him, and you end up making love on the beach together underneath a cardboard box. That's pretty damn romantic.



#74
Khayness

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Gaming grew up.

 

No longer do we play games for shallow amusement, now we want to be transported to a new world with interesting stories, challenging themes, and deep characters. It's an experience that the cheap save the princess thrills of the past could never hope to match.

 

I can read books for that. Games should be growing up in the department which makes them a different and unique experience. I personally value a great gameplay mechanic which makes a story more immersive over cinematic cutscenes and voice overs.



#75
Guest_AedanStarfang_*

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In a side mission in Peace Walker you go on a date with him, and you end up making love on the beach together underneath a cardboard box. That's pretty damn romantic.

Spoilers!! But cool thanks for elaborating.