What does that really mean, though? To "earn" the ending?
I suppose it varies wildly from player to player as to when a good ending feels truly earned. Few games have managed that for me.
It's easiest to implement via gameplay parameters. The one that did it best, so far, was the RTS/RPG Dawn of War 2 (vanilla).
DoW2 automatically ran in iron man mode. There was no going back to old save games.
Your characters could not die permanently, but each failed mission advanced the story timeline by one day.
On each day that passed, the tyranid infestation of the planets involved in the campaign most likely went up.
Optional missions were only available for a few in game days and disappeared after that time elapsed.
Scores for individual missions depended on how many enemies you killed, how quickly you completed it, and how many of your guys were still in action at the end.
You got the best, the "epic victory" ending only if your score was high enough AND the overall infestation was low enough. You had to constantly do well to achieve that, because of iron man mode. That was an "earned victory by gameplay" in my books.
As far as an "earned victory by story" goes, I think that most protagonists that aren't complete jerks in games like Dragon Age (actually, DA is one of the games that works best for this kind of victory) earn a bit of happiness by default in my opinion.
Why?
What they do in the game's story is usually for some greater good, not just for personal gain (in which case none of this applies!).
Someone who goes through all that stuff the protagonist goes through in a medieval-like fantasy setting deserves a bit of a reward in the end. We, the players, sit comfortably in our chair or sofa while our protagonist camps out in the wild, doesn't sleep because some monsters howl in the distance at night, has to stand guard after two hours of half-sleep, wakes up fatigued and has some cold leftovers from last night's charred rabbit haunch for breakfast. Not to mention getting cut up and fireballed to almost-hell during nearly every combat they run into. That's a *crappy* way to be, especially if it goes on for months or even years. If someone goes through all this to help other people or the world as a whole, don't they deserve a little payoff after it's all done? I think it's pretty miserable if they die in the end on top of all that.





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