PLEASE, STOP WRITING HAPPY ENDINGS

A plea to writers and designers

I’ve been promising a post about this for ages and now I finally have the opportunity to procrastinate on something, so I’m going to do it.

This is a plea to other writers and game designers to start seriously considering the power you wield so that you can use it ethically and responsibly.

A note on nomenclature: I’m going to be preferring the term “narrative” here over “story” because many people tend to have a limited perspective on what constitutes a story. All works of media, even those without an explicit plot, have a narrative: even Pong has a start (when you begin playing), conflict (you want to win), and ending (when you finish playing).

The power of narratives
Narratives, more than anything else in the world, have a powerful ability to shape people’s perceptions of the world around them. It should follow naturally then that people who construct narratives (whether you write prose or design games) should be held responsible for maintaining stewardship over their narratives and ensuring that they’re transforming the perspectives of their readers in an appropriate and ethical way.

To illustrate my point, here’s an exercise. Do you believe that stealing is wrong? Probably. Can you pinpoint the moment in your life when you decided that? Maybe, maybe not. It’s a belief that was ingrained in you through exposure to many narratives that all, implicitly or explicitly, asserted the same message. Perhaps you stole something as a kid and your parents put you in time out, or maybe they hit you, or maybe they lectured you that stealing would get you thrown in jail. These narratives all follow the same basic template: You want something -> You steal it -> Something bad happens and what you stole is taken away again -> You learn your lesson.

It seems like one of the most basic and self-evident truths, but it’s not something that children come equipped understanding automatically. Instead, it’s a lesson that gets taught. Maybe it’s taught many times. When we hear the same message from lots of different people, we start to subconsciously understand it as the way of the world. The more we hear it and in the more different contexts we’re exposed to it, the more universal a truth it seems to be.

Children don’t really have a sense of right and wrong aside from the one they develop by digesting the narratives they’re exposed to growing up. What are property rights? What does it mean that that toy is “mine” and that toy is “yours?” All of this is learned through narratives. We tend to roll our eyes and tune out when people lecture us, but when we’re personally invested in a sequence of events (whether it be through reading a book or experiencing them in reality), we’re wired in, receptive and sympathetic to the outcome. Humans are extremely good at recognizing, integrating, and applying patterns. It’s the fundamental allure of games. Therefore, when we (consciously or not) recognize a pattern in narratives, we start to integrate it into our understanding of the world.

Narratives in fiction
Fiction is an incredibly powerful way of conveying a narrative because we can imagine ourselves in a situation that we might never encounter in reality, allowing us to learn from an experience from the safety of our homes.

The most important part of a story is its ending. Generally, the ending is when the protagonist applies the lesson they’ve learned from the story and either succeeds or fails at achieving their goal. The protagonist is the vessel through which the narrative of the plot is conveyed. What they ultimately end up doing, and what ends up happening to them, becomes the message that readers take away from the work. Captain Ahab and his crew are destroyed by the whale, showing that revenge is a self-destructive voyage. Romeo and Juliet die meaninglessly, showing that surrendering yourself to emotion is harmful to yourself and those around you. Aladdin and Jasmine live happily ever after, showing that all you need to do is become rich and lie to someone in order to find true love.

People laugh when I bring up examples of Disney movies and usually say that I’m overthinking kids’ movies, because Disney is a brand so firmly associated with being kid-friendly that questioning the value of their works is funny. But Disney’s messages are so over-the-top toxic that it’s kind of low-hanging fruit. How about Harry Potter? Voldemort is murdered, showing that killing someone who wronged you is not only okay but necessary, and it fixes all the world’s problems.

Maybe you think it’s acceptable to murder people who do bad things, and if so, I can hardly fault you; it’s such a pervasive message in all of our media that it’s hardly a surprise that so many people accept it. Try to think: why is it that you believe that? Can you remember when you started to think that way? Narratives are powerful. They shape our worldview in ways so subtle that we don’t realize they’re doing it. We incorporate their messages into our identity and defend them, even without knowing where the belief came from.

Happy endings
Whether we intend them to be or not, all narratives are inherently argumentative. Most sports movies argue that the path to victory is through lots of tough practice and teamwork. But is that really self-evident? Can’t you normally overcome someone who’s better than you by cheating? And so these movies often have a subplot where someone gets caught cheating and they suffer for it, arguing that cheaters never prosper. Sometimes, the good guys win even though the opponent is cheating to show just how strong their teamwork is.

But in the real world, cheaters prosper all the time.

As writers, we’re all familiar with the fact that most stories follow the three-act structure. The protagonist starts off with a lesson to learn, fails to achieve their goal because of their ignorance of the lesson, then finally learns the lesson and uses it to solve their problem. The lesson is usually a pretty unadventurous cliche: teamwork is good, caring for others is important, you need to take responsibility for yourself, etc. Picking a good lesson is easy.

But a lot of writers stop there. Just as important as the explicit lesson of the story are its implicit lessons. What methods does your protagonist employ to achieve their goal? What moral choices, large and small, does your protagonist make along the way?

-Does the antagonist die in the end?
-Does the protagonist kill any of the antagonist’s minions?
-Do wrongdoers learn their lesson or are they irredeemably evil?
-Does the protagonist lie and cheat?

All of these are commonly glossed-over and accepted tropes but each one is making a statement about the way the world works. This finally brings me to: what’s wrong with happy endings?

Narratives follow the same basic argumentative form: if you do X and Y, then Z will happen, where Z is the ending. If Z is an undesirable outcome, then the narrative warns you against the dangers of X and Y. But if Z is desirable, then the narrative not only condones doing X and Y in order to achieve Z, but suggests that it’s the “proper” way of achieving Z.

The problem with happy endings is that they’re inherently prescriptive. A narrative with a happy ending is a guidebook, teaching readers the correct way to live their lives. When you write a narrative with a happy ending, you have a very tall order ahead of you: you need to be aware that you’re condoning the protagonist’s methods and everything they learn.

-In a narrative with a happy ending, killing an antagonist condones capital punishment, violence, and war. Just making them dissolve or fade away or otherwise sugarcoating it doesn’t escape this message; you’re still metaphorically killing them.
-In a narrative with a happy ending, having wrongdoers be irredeemable is to claim that rehabilitation is impossible, that once someone has done something wrong that they’re evil for life. This often goes hand in hand with killing them.
-In a narrative with a happy ending, if the protagonist uses deception or trickery, then the narrative asserts that the ends justify the means and that lying and deceit are okay.

And maybe you agree with those messages. If so, then maybe you don’t have a problem encouraging them. But if you don’t, then you need to think strongly about why it is you’re incorporating them into your story. Do you want other people to think that way? Do you want to be responsible for other people thinking that way?

Even if your narrative is completely scrubbed of undesirable messages (which is no small feat), the notion of a happy ending is itself a political statement. In the words of media researcher Ed S. Tan, “a happy ending corresponds to prototypical representations of justice.” If you do the right thing, then you’ll get what you want. If you do the wrong thing, then you’ll be punished.

If you’re unfamiliar with the just-world fallacy, then maybe that doesn’t sound like such a bad thing to you. Consider instead turning those statements around: if you don’t get what you want, you didn’t do the right thing. If you were punished, then you did something wrong. Happy endings reinforce a conservative worldview and implicitly condone victim blaming.

A personal note
I had a pretty rough upbringing and I often turned to books and games as a form of escapism. They offered some solace from the problems I struggled with by reassuring me that if you did your best that everything would turn out okay, and that the people who wronged me would eventually get their comeuppance. But no matter what I did to try to shut out my problems, they didn’t go away. Many of them grew worse as time went on.

As I became more mature and accepting of my situation, it became both difficult and painful to continue reading. There wasn’t a happy ending in sight for me, and the people at whose hands I suffered were never any worse for it. They most certainly didn’t learn a lesson. I struggled with relating to the books that everyone else loved because I couldn’t figure out how to reconcile what they said about the way the world worked with my personal experience with it.

Sometimes, I wondered if I deserved it, if I had done something wrong, or if there was something just “wrong” about me that made me deserving of everything that happened to me. It might sound silly if you’ve never been through it, but I’m sure others who grew up with tough childhoods can relate. It’s easy to accept difficult and painful situations as a part of life as a coping mechanism, and when you do, you’re faced with the need to explain it to yourself to make your view of the world consistent. Because our narratives teach us that bad things happen to bad people and that good things happen to good people, often the only way to resolve this paradox is by wondering if you’re one of the bad people. I felt ashamed, guilty, and worthless.

One of my most powerful childhood memories was when we read Bridge to Terabithia in school. It was a really shocking and upsetting book, and it was one of the first works that really challenged the way I had been taught to look at the world. It was the first time a story spoke to me. Sometimes, bad things happen to good people, for no reason at all. Everyone cried when we read it, but I was overjoyed. Maybe there wasn’t something wrong with me after all, and maybe I didn’t deserve everything that happened to me.

I credit works like that with starting to bring me out of the deep depression of my childhood. As books with moving endings tended to be way above my reading level or too serious/literary for my tastes, this was when I started getting really into games, particularly RPGs, where I could find the drama and tragedy that resonated with the events of my life. I developed a more nuanced way of looking at the world and I began questioning fundamental assumptions about the nature of good and evil (like if they even existed!).

Responsibility
I struggle a lot with writing happy stories (if you’ve played any of my games, this should come as no surprise). When I was young, I just couldn’t relate with happy characters in any way except intense jealousy, and even now I struggle to see happy characters as anything but shallow and unrealistic. But now, remembering the struggles of my childhood and having spoken with others who shared my experiences, I’ve started to wonder if happy stories are not merely unrealistic but actually harmful.

We live in a world where innocent people suffer constantly at the hands of others who not only are not punished, but reap tremendous rewards from it. As a society, we tend to overlook this painful truth because it runs contrary to everything we’ve been taught since childhood. Research has shown that people who believe in a just world tend to blame victims of crimes or to deny they ever happened, because that’s the only way to reconcile what happened with their view of the world. It encourages complacency, to accept that people who are wealthy and powerful must have done something to earn it, and that the poor must simply be lazy.

Given how virtually all narratives aimed at children implicitly condone the popular notion of justice, it should really come as no surprise that beliefs about good vs evil and good things happening to good people are so thoroughly ingrained in our public consciousness. Because of that, when I start to conceive of a happy, none-too-serious, heroic story about good triumphing over evil, I feel guilty. Can I in good conscience contribute to a worldview that’s actively hurting countless people all the time?

It’s easy to invent excuses (“it’s just a story!” “it’s just a game!”) to escape responsibility so that we can happily write whatever kinds of stories we want, but as writers, we wield a tremendous power to transform the world. We need to analyze the stories we’re writing and make sure they’re nudging people in the right direction. When you’re planning out your stories, ask yourself what messages and behavior you’re condoning. Who could your story hurt? Who could your story help?

If you only take one thing away from this, I want it to be that there’s no such thing as “just a story.” No matter how cute, or brainless, or light-hearted a story is, it is making a statement about the way the world is. Your responsibility is to take ownership of that statement and to ensure it’s something that in some way betters the world.

Posts

Liberty
Kid. Leave. Arguing that killing people isn't wrong is stupid. Everyone and their mother - even those who kill - acknowledge that it is wrong.

Seriously. Get out.

With all due respect, I think he makes some really interesting point. His approach to good vs evil is actually pretty interesting and well written. I wouldn't be so quick to dismiss his opinion, especially this part:

You make the assumption that your position is superior and their position is inferior, because you take your moral vision as an article of faith. You also make unfounded assumptions about the nature of those you deem to be villains. Who is to say that they share a common morality with you? And if they don't, how can you assume the superiority of your morality? And what do you think the logical conclusion would be if you invoked the superiority of your morality on another?

The best "villain" are those whose motivation to act/actions could be defended from their perspective. If it's done well enough, you end up with a game where you're not sure who is the villain and the hero after all... just like in real life. Those are people you can relate to, even if they're the antagonist of the game (I think antagonist is a better approach than "villain").

You are again claiming the inherency of their villainy. You make the claim of self-evidence and that's just it, it is an argument from faith.

Pretty much.

The greatest danger, I think, is this kind of moral certainty that your way of doing things involves other people being "evil". Which is sort of ironic because villains probably come to the same conclusion! That's just my opinion of course but I think that when you start using tags with absolutes then you start going a very dangerous path. Tags dehumanize people and when you stop considering human, that's atrocities are committed.

What I am rejecting is offhand dismissals, such as your belief against the rehabilitation and redemption of people who do horrible things.

Such as:

Liberty
Kid. Leave. Arguing that killing people isn't wrong is stupid. Everyone and their mother - even those who kill - acknowledge that it is wrong.

Seriously. Get out.

Seriously, don't be afraid to question your beliefs, especially about something as fundamental as GOOD VS EVIL. I mean, consider it at least. When you think that something is wrong is because it's stupid it's usually because that belief has been accepted without a lot of consideration about it.

Just my opinion, feel free to dismiss it of course. I just feel you could grow as a person by questioning those certitudes that you hold.

As for the main topic. I don't think the author should ask anyone to do anything. That's imposing your beliefs to others. Everyone has the freedom to prefer certain endings or play certain type of games. This being said...

I think that, as children, we should more exposed to "true" tales, how life really is, rather than "Disney endings". I think this would help the transition to adulthood and the loss of innocence. We could more prepared to life as it really is, not what we'd like it to be.

So I personally dislike those "good endings" because I don't find them believable. On the other hand, a simple, realistic ending which can be *learned* from, regardless of the outcome, it the best for me. The best books I've read sometimes had a sad ending but you could really learn from them. It's harder to read but you feel more grounded than being spoon-fed flowery fields, anime hugs and smiling teddy bears.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Toaster_Team


...what made you think it was a good idea to continue this discussion after everyone involved agreed it wasn't appropriate here?
Move along. We already discussed this and we're back to talking about happy endings again.
@Liberty:

As for the main topic. I don't think the author should ask anyone to do anything. That's imposing your beliefs to others. Everyone has the freedom to prefer certain endings or play certain type of games. This being said...

I think that, as children, we should more exposed to "true" tales, how life really is, rather than "Disney endings". I think this would help the transition to adulthood and the loss of innocence. We could more prepared to life as it really is, not what we'd like it to be.

So I personally dislike those "good endings" because I don't find them believable. On the other hand, a simple, realistic ending which can be *learned* from, regardless of the outcome, it the best for me. The best books I've read sometimes had a sad ending but you could really learn from them. It's harder to read but you feel more grounded than being spoon-fed flowery fields, anime hugs and smiling teddy bears.


I just did :).
I agree with a lot of what others have said about how the happy endings aren't properly defined in this article. I'm a big fan of the sorta happy ending or the "Well I went to war and saw some bad shit" ending.

You know. The Lord of the Rings and The Hunger Games did these. The character does all the hero stuff, but when they return home they see that they've changed forever. So in the end they might not be able to enjoy what they fought so hard for.

I mean this is a happy ending that I'd like to see in games somehow. The disconnect when you return to the starting area but you're so overleveled that it's just crazy. The great adventures you had in the beginning of the game seem sort of meaningless or something.

Doing a game ending that isn't dependent on the actual writing but the gameplay. It might be a different discussion completely. But how do you convey a "bad ending" through gameplay?

I guess games like Defcon manage somewhat, with all those numbers just dying all over the place and the player not really realizing what the hell's going on until it is almost over. (how the world just goes a little bit quieter by the end)

I also played Papers, Please the other day and that one also seems to mechanically show a pretty bleak existence :) Though with 20 endings I'm sure one of them is going to turn out... well... possibly optimistic.

But with papers, please that's also the thing. I don't agree with the fact that the ending is the most important thing in a story either. Especially in, say these new telltale adventures that are all about the choices and character interactions. The story stays pretty consistent but it's the individual choices that are harrowing. Like I was playing the second season of The Walking Dead and at one point during I realized that I was slowly turning the main character into a pretty cold and heartless survivor in the post-apocalyptic zombie world. It is probably the same no matter what you do but the fact that I (felt like I) chose this path had a different impact on me than just being told.

I guess the ending was... about as happy as zombie endings are. But in the end it wasn't the end, it was the journey. (such cliche)

Speaking of horror (zombies) and I think this will be my last rambly point. I recently read a horror short story collection. I am not a big reader of horror. I don't think I've really read any stuff that self-identifies as horror. Generally I just read science fiction and fantasy that clearly has horror elements, but it seems it's mostly SFF.

Anyway I found that the only real difference between these short stories and "regular" SFF short stories was that they had an unhappy ending. It was extra clear to me since they were short stories so I read a couple in a row and by the end I just knew that they wouldn't end well.

Of course I'm not saying regular SFF stories always end well, but there was a certain kind of ending to the horror stories. If you take a zombie story. In a... more optimistic version the short story ends with the heroes getting through the first obstacle and maybe by the end they face another great challenge. That will not be tackled in the short story because it's a short story. But it's clear the the protagonists are resourceful enough that they might make it through. Or they might not. It's a difficult place. In the horror zombie story the story ends the same but then the protagonist notices the bite mark.

So one has the possibility of maybe they'll make it and in the other their days are always numbered. That was just an observation I made. I don't know if all horror is like this but from this short story collection (and reading a little Lovecraft :)), this certainly seems to be the case.
Personally, I do think players should get some sort of closure from a game, but I agree that doesn't always have to be a 'happy' ending. Nocturne is probably one of my favorite examples of this. Technically none of the endings are happy or 'bad', so to speak. With a bit of spoilers, from hardest to get to easiest to get, it goes from 'destroying the world, leading an army of demons against god', to 'destroying the world', to 'supporting one of three idealogies that are really fricking messed up to start the next world'.

Far too many good stories get to the end...and tend to ignore that things don't just 'end' when you knock over the big baddy. The Endor Holocaust problem is a major one when you think about it...yes, they killed the emperor, and destroyed the death star, but more than likely that entire moon is devastated because of the destruction of a large space station in orbit. Taken further, and addressed in the EU, just because you kill a leader of a galactic empire doesn't mean the whole thing stops being a big, grinding, evil thing. Too many people are invested in it staying that way.

I guess the best thing to do when writing stories is to keep in mind the broader effects of whatever is going on. You can show the heroes making a positive change, without showing everything being all rainbows and sunshine after they finish. Hell, don't be afraid to show them doing abject harm because of it...sometimes knocking over that evil empire causes even worse problems when the factions within it start fighting.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
It depends on the tone and focus of the story; do you really that RotJ would have been improved in some way if the movie focused on the destruction that ravaged a planet where battles happened? Star Wars, as a series, is not about the outcome of war and its cost to the survivors. Star Wars is about Cool Good Guys battling Cool Evil Guys with pew pew lasers and awesome light swords and magic powers and explosions.

Contrariwise, if you had an Indiana Jones action sequence in the middle of, say, Schindler's List, it would be totally fucked up, because it's inappropriate for the work itself.

An artist should only focus on the details that are important for the work. Many writers overlook important details that could be used for drama (or even that needed to be covered because they leave gaping plot holes), but often a writer can get mired down in trying to cover every little thing, and lose sight of the important things.
CashmereCat
Self-proclaimed Puzzle Snob
11638
But Sooz don't you see, all stories need to be grimdark and have depressing tone and endings full of angst because REALITY.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=CashmereCat
But Sooz don't you see, all stories need to be grimdark and have depressing tone and endings full of angst because REALITY.

All stories should involve a day working in retail.
Porkate42
Goes inactive at least every 2 weeks
1869
We need a game about paying taxes
How about an airport simulator where you play as a passenger who has to wait for the next flight which inevitably gets delayed.
CashmereCat
Self-proclaimed Puzzle Snob
11638
I am legit thinking about making all of these scenarios into games, you don't know how serious I am
Porkate42
Goes inactive at least every 2 weeks
1869
Then how about a game about jury duty
Ratty524
The 524 is for 524 Stone Crabs
12986
author=CashmereCat
I am legit thinking about making all of these scenarios into games, you don't know how serious I am

Games about realistic scenarios have already been attempted by the way, and they work as horribly as you'd expect
CashmereCat
Self-proclaimed Puzzle Snob
11638
author=Ratty524
author=CashmereCat
I am legit thinking about making all of these scenarios into games, you don't know how serious I am
Games about realistic scenarios have already been attempted by the way, and they work as horribly as you'd expect


Oh, lol. I was thinking more about Cart Life and Papers, Please, which work about as fantastically as you wouldn't expect :)
Yeah, there are some great games out there that follow ordinary life scenarios and work out well. There was this one social interaction one that was a hoot. Basically you just controlled your eyes to interact with others. Interesting, if a little simple, but funny nontheless.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Liberty
Yeah, there are some great games out there that follow ordinary life scenarios and work out well. There was this one social interaction one that was a hoot. Basically you just controlled your eyes to interact with others. Interesting, if a little simple, but funny nontheless.

You mean Social Interaction Trainer? Yes, that was fantastic.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Yeah, Desert Bus is intentionally mind-numbing for parody purposes. Using it as an example of realistic games failing is like using "Young Frankenstein" as an example of horror movies not being scary.

Assuming you can appropriately adapt something into entertaining gameplay, I see no reason why you couldn't make an interesting game about any mundane scenario. Games and narratives don't need a flashy subject to be fun. (And, contrariwise, look at all the super-boring games based on situations that normally would be exciting.)
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
The fact that so many people get caught up on the ending being the reason to play a game really makes me sad. With that kind of mentality, why not just not play games? If you're just waiting for it to be over, why bother?

"But I want to feel good about my shit-tastic life via video games." It's not my responsibility to coddle you; it's my responsibility to engage you.

If you're too afraid to die, you're too afraid to live.