[POLL] WHAT DO YOU THINK ABOUT MULTIPLE ENDINGS?
Poll
Do you like games with multiple endings? - Results
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Yes, I do
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35
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40%
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No, I don't
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5
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5%
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It depends
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47
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54%
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I don't know
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0
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0%
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Posts
A large number of games, developed in the RPG Maker engine or otherwise, boast that they have multiple possible endings to the story. It's usually where the player's performance at crucial plot points, usually good vs. evil moral choices, get a "good" or "evil" ending. Others feature branching storylines, where dialogue choices and moral decisions change the storyline drastically. Some games even encourage players to view all endings to understand the game's overarching narrative.
What do you think of this? Is it good when a game has multiple endings like this, or do you hate it?
What do you think of this? Is it good when a game has multiple endings like this, or do you hate it?
If you add multiple endings just for the sake of boasting about it then you're an idiot. Just as if you added anything else to the game for no legitimate reason.
Other than that, it depends on the way it's written. That's really all it's about.
Other than that, it depends on the way it's written. That's really all it's about.
I hardly ever tend to finish a game more than once (especially in RPG Maker games). Do you think it should be compulsory for someone to play a game several times just to get slightly different endings? Even if they are diverse, do they add to the meaning of the game, or are they just there for frills?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I like alternate endings, in general. I like having some control over the story, as long as all the endings are written well. In that regard I'm not a big fan of "bad" endings, though my definition of a bad ending might be different than yours. For example, I think a main character dying can often create a much more powerful ending to a story than if they survive. Just leaving out part of the ending is what I'd consider a "bad" ending. Like in FF9, the only difference between the two endings is that in the bad ending it skips the scene where you get to see the rest of the play from the game's opening. If you're gonna do that, it's like I didn't even beat the game. What's the point of the bad ending?
One or more of the SMT games (nocturne?) did a clever thing where if you complete some ultra difficult optional stuff, the final boss of the game changes to be harder. In addition to being pretty much the best possible way to handle an optional superboss - because seriously, it's really lame when the final boss is weaker than other bosses, so why not make those other bosses the final boss? - this provides a very legitimate reason to give an alternate ending.
One or more of the SMT games (nocturne?) did a clever thing where if you complete some ultra difficult optional stuff, the final boss of the game changes to be harder. In addition to being pretty much the best possible way to handle an optional superboss - because seriously, it's really lame when the final boss is weaker than other bosses, so why not make those other bosses the final boss? - this provides a very legitimate reason to give an alternate ending.
author=thatbennyguy
I hardly ever tend to finish a game more than once (especially in RPG Maker games). Do you think it should be compulsory for someone to play a game several times just to get slightly different endings? Even if they are diverse, do they add to the meaning of the game, or are they just there for frills?
Well, Youtube exists. You're boned on the RPG Maker games, of course. Ideally, the different endings should actually be different, a la Chrono Trigger. A bad example of multiple endings can be seen in Mass Effect 3. Like I said, it has to do with how well the game and the endings are written.
If I were going to do a game with multiple endings, I would model it on Chrono Trigger, or do something like the SMT example LockeZ brought up. There has to be enough of a reason to make the player want to go out of their way and experience the differences in the story brought on by the different endings, so changing things up massively and allowing the endings through different routes and completion times seems to be the best way to go about it.
As much as I love Chrono Trigger, it only had a couple of legitimate alternate endings. Other where more like little What-if scenarios -like Frog beating Magus- that were nice on their own, but not really rewarding as endings. The rest were just lame, like the one that just shows a Nu sleeping while the credits roll... Thankfully, you only have to beat the game twice to see them all.
_
One kind of multiple endings that I dislike comes from the Star Ocean series. Besides the regular ending that you get to see every time, they just throw in additional cut-scenes with the characters with the highest compatibility. This kind of multiple ending doesn't really encourages you to play the game multiple times, since you'd need a guide to keep track of all the variables that affect your character's affection levels. And there are gazillions of combinations, all equally as boring as the one you already saw anyway.
Coming to think of it, I don't think I've ever played a videogame which different endings really added to their "overarching narrative". =/
_
One kind of multiple endings that I dislike comes from the Star Ocean series. Besides the regular ending that you get to see every time, they just throw in additional cut-scenes with the characters with the highest compatibility. This kind of multiple ending doesn't really encourages you to play the game multiple times, since you'd need a guide to keep track of all the variables that affect your character's affection levels. And there are gazillions of combinations, all equally as boring as the one you already saw anyway.
Coming to think of it, I don't think I've ever played a videogame which different endings really added to their "overarching narrative". =/
999 had multiple endings as part of its overarching narrative, AE. Each ending made what was happening in the story more interesting, or make more sense, or it fleshed out a character so you could trust/distrust them in the future.
Also Corpse Party Book of Shadows had some shoddy endings because they were so drawn out and useless.
Also Corpse Party Book of Shadows had some shoddy endings because they were so drawn out and useless.
But are multiple endings meaningful? Is the fact that I chose to say, "I will save you" rather than "I will not save you" really indicative or even deserving of an entirely different ending? Why do people find this kind of thing exciting, playing through the same segment multiple times just to see different eventualities. I prefer not to break the experience of my journey by seeing what would've happened if I didn't play it like I did. For me, it breaks immersion into the character, and seeing a different ending just takes away from my connection with the events that occurred. Judging from the poll I'm pretty lonesome in my views.
I like the idea of multiple endings if a game is going to give you choices to make. I wouldn't mind being railroaded into a specific story and led to a single ending, but I would feel kind of duped if the game is just giving me the illusion of choice. If you're going to use BIG CHOICES as a plot device I think they should have consequences at least.
If you're worried about not spoiling your experience you could choose not to play the game a second time, of course, but if the game offers me a choice to SAVE THE GIRL and I go through a second time and nothing significantly changed, I'd be a bit miffed.
My preference for having multiple endings would be in a Maniac Mansion, choose your own adventure style, where you're basically creating the ending as the natural result of your gameplay, not just something that's tacked on for cool points and doesn't really flow from the choices made.
If you're worried about not spoiling your experience you could choose not to play the game a second time, of course, but if the game offers me a choice to SAVE THE GIRL and I go through a second time and nothing significantly changed, I'd be a bit miffed.
My preference for having multiple endings would be in a Maniac Mansion, choose your own adventure style, where you're basically creating the ending as the natural result of your gameplay, not just something that's tacked on for cool points and doesn't really flow from the choices made.
Multiple endlings gives me the feeling that I'm not just a viewer.
In big games (with 20, 40, 60 or more hours of gameplay) it is great to see that all my decissions are leading to an end I maybe didn't expected. (As long as they really differ from each other)
In linear games I prefer jut one ending.
And if there are more I don't want to play the exact same game again to see the others. In such cases I like this typical dialogues:
"Would you choose a or b?"
(this will be the way I coose in my own project)
In big games (with 20, 40, 60 or more hours of gameplay) it is great to see that all my decissions are leading to an end I maybe didn't expected. (As long as they really differ from each other)
In linear games I prefer jut one ending.
And if there are more I don't want to play the exact same game again to see the others. In such cases I like this typical dialogues:
"Would you choose a or b?"
(this will be the way I coose in my own project)
it really depends how significant the differences are, and how the player's input affects them. I'm generally not crazy about endings that are completely binary (like the good/evil moral choice thing you mentioned), because all that really does is double the number of playthroughs. endings that branch in a more subtle way, though, are very neat when well-executed. endings that reflect the actual consequences of your actual decisions rather than arbitrarily extrapolating the player character's actions from the value of an integer are a favourite, as are endings that provide the player with new information that will influence their decisions on the next playthrough and lead to another ending (taking Nier, for instance). if it's just choosing endings from a list, though, or reading how many Evil Points(tm) the player has I'd prefer the developer spend their time and effort on fleshing out a single ending instead.
when it comes to branching endings (and not iterative endings like Nier has) I think the biggest important factor is making sure there isn't one obvious 'good' or 'canonical' ending. Silent Hill 2's endings branch not based on how good or evil James is, but on how it perceives his strength of character -- and literally any of them could be the 'correct' ending depending on how the players themselves interpret James as a person. this is what's actually needed to make branching endings 'personal' to the player.
now, if the best ending is a reward that takes an extra level of challenge to obtain, that's another thing entirely! that's more a thing for action games, though.
e: while I'm 'here' here are some 'more' words in 'single quotations', I have a quota to 'fill'
when it comes to branching endings (and not iterative endings like Nier has) I think the biggest important factor is making sure there isn't one obvious 'good' or 'canonical' ending. Silent Hill 2's endings branch not based on how good or evil James is, but on how it perceives his strength of character -- and literally any of them could be the 'correct' ending depending on how the players themselves interpret James as a person. this is what's actually needed to make branching endings 'personal' to the player.
now, if the best ending is a reward that takes an extra level of challenge to obtain, that's another thing entirely! that's more a thing for action games, though.
e: while I'm 'here' here are some 'more' words in 'single quotations', I have a quota to 'fill'
I don't have much to say, but any replayability is a good thing. Especially on a game you enjoyed.
Just gives that much more reason when you eventually play it again that it can be done differently.
Just gives that much more reason when you eventually play it again that it can be done differently.
I think I kind of disagree there. content for content's sake isn't necessarily a good thing -- it depends very much on the quality of the content itself. creating replayability is more complex than just gating some of your content away from the course of a single playthrough, and making your ending branch in only a token sense for the sake of checking off 'replayability' on your arbitrary list of features isn't going to pan out as well as making an ending branch organically from the story.
playing most rm games even once is a chore. if it isn't fun the first time, not all the powers of all of heaven and earth can make me play it again.
playing most rm games even once is a chore. if it isn't fun the first time, not all the powers of all of heaven and earth can make me play it again.
author=mawk
I think I kind of disagree there. content for content's sake isn't necessarily a good thing -- it depends very much on the quality of the content itself. creating replayability is more complex than just gating some of your content away from the course of a single playthrough, and making your ending branch in only a token sense for the sake of checking off 'replayability' on your arbitrary list of features isn't going to pan out as well as making an ending branch organically from the story.
playing most rm games even once is a chore. if it isn't fun the first time, not all the powers of all of heaven and earth can make me play it again.
Finally someone who agrees with me. I'd say replayability isn't achieved through multiple scripted endings, but rather player agency.
Multiple endings are great, however it still is important that it's executed well.
I think it's important that the player feels he gets the ending he wanted to without having to use a guide.
I find it rather annoying if games for example offer you to flirt with the female party members and then I'm totally nice to one of the girls and still not end up with her in the end. Or when I obviously try to be the good guy and still get the neutral ending.
Also often the choices don't really have much of an impact to the game and then it's rather boring. Often there is only one good/bad meter or a value for each female character how much she likes you. But that's kinda stupid. If I decide to kill the robbers but still spare those enemy miners that doesn't mean I'm neutral and should get a neutral ending, it means that the robbers should be afraid of me and the miners should like me.
And what's even the point of those "you end up with one of the female heroes" endings when they don't change the gameplay AT ALL? You'll just see a short different scene at the end and then the advertisement says "Over 80 different endings!" basically meaning 80+ different combinations on how the party members can end up. That's stupid.
If I decide to date a girl in the game, it should be right in the game that I marry her and then the story continues completely differently.
A great example for this is Phantasy Star III for me. Here you can decide between two girls, then you will marry that girl and then you will get children together. And after that you continue playing as your firstborn son, which of course will look completely different depending on the girl and also will have different kingdoms (or no kingdoms at all), because of course if you marry that princess you'll inherit her kingdom, but if you marry that girl that saved your life, you will give your son over whatever you had. So at this point the stories evolve completely differently and again you can decide between two girls and again continue playing as the firstborn son (now already 4 different combination possibilities). In that last section the stories slowly get together again because of course no matter who you are now, you still want to stop humanity from going extinct, but the different paths still remain slightly different and consequently the ending are also different.
Hardly have seen another RPG that executed different endings so well.
I think decisions in RPGs should have a big impact on the game. Completely different order in how you visit dungeons and towns and so on.
I think it's important that the player feels he gets the ending he wanted to without having to use a guide.
I find it rather annoying if games for example offer you to flirt with the female party members and then I'm totally nice to one of the girls and still not end up with her in the end. Or when I obviously try to be the good guy and still get the neutral ending.
Also often the choices don't really have much of an impact to the game and then it's rather boring. Often there is only one good/bad meter or a value for each female character how much she likes you. But that's kinda stupid. If I decide to kill the robbers but still spare those enemy miners that doesn't mean I'm neutral and should get a neutral ending, it means that the robbers should be afraid of me and the miners should like me.
And what's even the point of those "you end up with one of the female heroes" endings when they don't change the gameplay AT ALL? You'll just see a short different scene at the end and then the advertisement says "Over 80 different endings!" basically meaning 80+ different combinations on how the party members can end up. That's stupid.
If I decide to date a girl in the game, it should be right in the game that I marry her and then the story continues completely differently.
A great example for this is Phantasy Star III for me. Here you can decide between two girls, then you will marry that girl and then you will get children together. And after that you continue playing as your firstborn son, which of course will look completely different depending on the girl and also will have different kingdoms (or no kingdoms at all), because of course if you marry that princess you'll inherit her kingdom, but if you marry that girl that saved your life, you will give your son over whatever you had. So at this point the stories evolve completely differently and again you can decide between two girls and again continue playing as the firstborn son (now already 4 different combination possibilities). In that last section the stories slowly get together again because of course no matter who you are now, you still want to stop humanity from going extinct, but the different paths still remain slightly different and consequently the ending are also different.
Hardly have seen another RPG that executed different endings so well.
I think decisions in RPGs should have a big impact on the game. Completely different order in how you visit dungeons and towns and so on.
Like the people who've said it before, different endings can be really interesting or cheap and boring. I would like to see how endings would different based on the decisions made during the story, but not relegated to a binary Good/Evil meter, or at least not one revealed to the player. With binary meters, people are tempted to "stick to a path" of either pure good or pure evil, which pulls them away from making the choices they actually want to make (which are likely a mix of good AND evil).
I'd like to see some endings changed based on actual choices and tied to the story, not just your character's personality. Like, if you direct an army to a fight that's suicide, later on the the game (or during the ending) that plays a part, or at least someone reminds you of it and asks you about it. Stuff like that feels more real, although it's a lot trickier to design properly as well.
I'd like to see some endings changed based on actual choices and tied to the story, not just your character's personality. Like, if you direct an army to a fight that's suicide, later on the the game (or during the ending) that plays a part, or at least someone reminds you of it and asks you about it. Stuff like that feels more real, although it's a lot trickier to design properly as well.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The ending is one of the most important cut scenes in the game, but it's still a cut scene. I guess it should follow the same rules as any other cut scene in the game.
So if the only scene in the game that changes based on your decisions is the ending, it comes off feeling awkward and forced. Disgaea and FF9 had this problem, and it's a common problem in linear, story-driven games with "bad endings."
But if the rest of the game is very nonlinear and many parts of the story change drastically based on your earlier decisions, then the ending should follow suit, otherwise it will feel like a cop-out that ignores the rest of the game. Mass Effect 3 had this problem, from what I've heard.
Of those two problems, the first one is less of a big deal. Since the ending is, admittedly, one of the most important cut scenes in the game, it makes a certain kind of sense for it to possibly do things that the rest of the game doesn't do. It makes the ending stand out; the problem is just that it's doing so in a way that feels kind of disjointed and arbitrary, instead of building off of the style that the rest of the game was presented in. But at least it doesn't leave the player feeling like they were cheated out of a proper ending, like they feel when the ending lacks elements that were present through the rest of the game.
So if the only scene in the game that changes based on your decisions is the ending, it comes off feeling awkward and forced. Disgaea and FF9 had this problem, and it's a common problem in linear, story-driven games with "bad endings."
But if the rest of the game is very nonlinear and many parts of the story change drastically based on your earlier decisions, then the ending should follow suit, otherwise it will feel like a cop-out that ignores the rest of the game. Mass Effect 3 had this problem, from what I've heard.
Of those two problems, the first one is less of a big deal. Since the ending is, admittedly, one of the most important cut scenes in the game, it makes a certain kind of sense for it to possibly do things that the rest of the game doesn't do. It makes the ending stand out; the problem is just that it's doing so in a way that feels kind of disjointed and arbitrary, instead of building off of the style that the rest of the game was presented in. But at least it doesn't leave the player feeling like they were cheated out of a proper ending, like they feel when the ending lacks elements that were present through the rest of the game.
But here's something I don't understand... why is the possibility of multiple endings more exciting to people than a single ending? Is it the feeling that you have control over the eventuality of events? Because I pretty much enter a game knowing that you will only play whatever the developer has enabled you via code. What happens to the authorial intent when he implements several endings? Doesn't the meaning of the ending dilute itself when there are several possible endings, because there is several possible ways that it can turn out, and thus I think the arc of the storytelling is often corrupted. Just because I make a little decision here doesn't mean the ending should change.























