[POLL] WHAT DO YOU THINK ABOUT MULTIPLE ENDINGS?

Poll

Do you like games with multiple endings? - Results

Yes, I do
35
40%
No, I don't
5
5%
It depends
47
54%
I don't know
0
0%

Posts

The importance of multiple endings is closely linked to the importance of choice in some video games, especially an RPG. Role Playing Game, that implies that you should get to make choices and that those choices should impact the world you inhabit. It could alter not only the ending but also the course of events leading up to the ending.

Obviously, this won't fit every RPG, in some games your character is set and you're more or less "watching" them, but in others, the characters have room for you to make your mark on them. Some games so to the extreme and you get entirely different towns and dungeons based on your decisions, different characters live and die, and you get drastically different endings. Those endings suit your choices and you get a sense of ownership and responsibility (of course, it's also a lot easier to disappoint a player if you screw the ending up and don't meet their expectations).

Some games don't need choice or multiple endings (Sonic or Mario), but others do (Mass Effect, though it royally fucked it up). You should know when developing a game whether you need multiple endings and whether you're doing it right.
Maybe I shouldn't use the word "bad ending", so much as "sad ending."

The idea I had was that the player at anytime (right up until entering the final segment of the last dungeon and fighting the last boss, could go back to finish anything they missed in order to get the better ending.

So if the player, knowing how to get the (I'll just call it sad ending), they could save their game right before the final boss in order to do so. Then they can go back to the saved file, get the average ending, do the same thing, and finally the happiest ending. That way they can get all 3 endings without having to repeat hours of gameplay.

As for calling it bad, average, and good, that's all subjective. I called it that way primarily because if the hero dies, even if the villain fails, many will call it a bad ending. Let's just say it's an alternative ending.

Does the majority of players not like these types of endings? If that's the case, then I may have to rethink that idea and make it more linear (assuming I return to making the game), since I'd rather people play a game they enjoy.
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
That doesn't bother me nearly as much. What bothers me are the more typical bad endings, where scenes are simply left out or the game doesn't feel like it ended, that are just equivalent to "you didn't do good enough, now beat the game the real way." Disgaea's bad ending was just the first half of the good ending, and FF9's bad ending was the good ending with a scene missing from the middle. Suikoden 2's bad ending was closer to just being an alternate ending - except that one of the biggest things in the game is your quest to collecti all 108 stars, and if you get the bad ending, you're missing one, which makes it feel like the player's failure rather than just a change in the story. (the other alternate ending earlier in Suikoden 2, where you run away with your sister, is actually fantastic)
Yeah, I agree with that. If the endings are all pretty much the same, minus a few scenes for the lesser ones, I'd rather just be provided the one ending from the get-go with all scenes in tact, and not bother with multiple endings. The one exception I had was playing Resident Evil 2 when it came out. You had to play through both characters to get the full ending, but that was a given, since essentially both characters made up the entire story.

Otherwise, the only way I think getting various endings would appeal to me is if they are fairly different from each other, but still containing that sense of completion.
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
I don't like multiple endings so much because that's all they are. Endings.

For instance in most cases you'll play through the same game only making slight adjustments via dialogue or a few actions via events and as such just makes the alternative endings that much more boring.

I feel to do it right the entire game should change dramatically to the point that your choices actually make an impact so each game you do and choice you make doesn't lead to the same road travels, same people spoken to, and same monsters fought. It's just tiresome and boring to me otherwise. Plus it has to intertwine with that new story in the game well enough so it's not randomly taking you down a new road, but still changing the game.
pianotm
The TM is for Totally Magical.
32388
Radiata Stories is an example of a game in which your decisions drastically effect the narrative, to the point in which it could almost be described as two different games. It's also an example of a game in which multiple endings are done badly. You have two possible endings. The love interest dies, which is the best of the two endings. The love interest lives, which is just the other ending with the sad stuff taken out and one scene added to show the hero walking along with his still alive girlfriend. Also, the storyline that leads you to the Happy Ending is much weaker storyline. It's obvious the developer, once finishing the main game, threw a secondary storyline in as nothing more than an afterthought. If you follow the main story arc and go through the game the developers clearly initially designed, then you have an excellent story.

Silent Hill is an example of multiple endings done well, though while the narrative does change leading up to each one, these aren't drastic changes. Overall, I find I do prefer games with multiple endings. I just want the developer to care about ALL of the endings, not just his or her favorite one.
(the following holds true to mostly gameplay-driven games)

Multiple endings are extremely interesting in a gameplay POV.
If a game offers different branching paths for character growth, different, optional gameplay-rewarding quests, and, well, straight on diversity in therms of gameplay, it might as well have different branching storylines and endings, even if slightly.
It'll increase the replay value - but that's considering that the real reason for the replay is gameplay.

So, in short, in games that offer unique and branching gameplay (irreversible class systems, stat-distribution systems, unique and missable quests, etc.), the replay value will be high (heck, i love replaying some games just so that i can minmax the stats differently). Plot choices and diversity serve as a booster to that.
I'm doing a modified sort of multiple endings in my game. For one, the overall ending is more or less the same. But based on your choices and interactions with 8 other PCs over the course of the game, they could live or die or follow a different life path at the ending. So it is more or less a bunch of mini-multiple-endings for the CHARACTERS rather than the overall story, which more or less finishes the same way albeit with differences based on the character endings.
I remember when I was younger, the idea of a game having multiple endings was really appealing, because it meant that you were responsible for not just what happened in the game, but what would happen to the in-game universe after you left it.

After actually playing a number of these games, the value of multiple endings has diminished for me, especially when you start to think about what they are in the real world: i.e. that they just function as a different cutscene to closer the game experience.

I would say that in story-driven games, as many RPGs are, it can help to have multiple possible endings just so that the player knows that their journey is somewhat unique, or at the very least, not simply inevitable.

For example, I liked that KotOR had two different endings, even if the ending cutscenes themselves were not especially rewarding, simply because it meant that the story and the universe had been shaped by the character I'd created.

And like LockeZ and others have mentioned, multiple endings can be rewarding where there is a gameplay reason for them. E.g. the cutscenes for finishing Street Fighter II on the hardest difficulty without losing were just a bunch of character sprites covering the screen, but I still remember them because it was a nice feeling that the game recognised the additional effort in overcoming that level of challenge.


author=mawk
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.

author=DR1988
Although many reviewers state things like "And the 10 different endings certainly add to the replay value/ keep you busy for hours", I don't think they do.

I agree with these quotes - multiple endings are often cited as reasons for replayability, but in practice they aren't enough on their own. Going through a whole game a second time just to get an alternate ending often makes the playing experience pretty unenjoyable.


author=thatbennyguy
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.

author=Sam
The importance of multiple endings is closely linked to the importance of choice in some video games, especially an RPG. Role Playing Game, that implies that you should get to make choices and that those choices should impact the world you inhabit. It could alter not only the ending but also the course of events leading up to the ending.

I also strongly agree with these. The immersion of story-based games only takes hold the first time we play them. The idea of choice is really important, but how much difference it actually makes is a secondary issue. Going on YouTube to look up alternate endings, or reloading save files to watch them in-game, completely destroys the immersion of the game, the feeling that you are actually there, or that your avatar is really part of a living, breathing universe. During the first playthrough, we are given choices and can see immediate results of those choices, as well as imagine the further implications.

Although it's not an ending, the example I'll draw on is the fate of the Rachni race in Mass Effect. It is made clear through the story dialogue that deciding what to do with the Rachni Queen will have far-reaching and potentially devastating consequences for the entire universe. Making that choice weighs heavily on a player that is immersed in the story. This is analogous to the existence of possible endings in a game because it shows how simply the existence of a choice makes the story more personal and real for the player. If the decision were out of our control, we would simply be watching the character Shepard do the pre-destined thing. Similarly, to have one ending means effectively we are simply watching events unfold, and our only influence was to get the PC up to this point by controlling the physical actions.

This was much too wordy, but in short I think that multiple endings can add satisfaction if they provide reward for a difficult challenge, or they can allow a player to enjoy being more personally invested in a game universe.
unity
You're magical to me.
12540
I think the idea of a game with choices in the early game that would drastically change the rest of the game (including different dungeons, events, characters unique to that branch, etc) would be really cool. It'd take a long time, but if each branch-off wasn't incredibly long maybe it'd be feasible.

Though, at that point, would it just be better to make three different games than say, one game that has three choices that completely change everything? Or would the illusion of choice and the way it changes the entire plot be worth it?

Then there's games like say, SaGa Frontier. Putting aside the fact that SaGa Frontier is pretty much a complete mess of a game, there are a bunch of characters to choose from at the start, and each one has (I assume) their own ending, even though a lot of dungeons and content are shared. Then again, after getting the ending for one character, I wasn't willing to go through the game again, so maybe that's not such a positive thing.
SaGaFrontier is my favorite game of all time. =3
unity
You're magical to me.
12540
author=RyaReisender
SaGaFrontier is my favorite game of all time. =3


I can understand that. It has a lot of charm and good points, despite its messiness. Even though I only played through it once, I'm glad I did.

Back to the topic at hand, I have a specific question. If I have a situation where the main villain of the story unleashes a greater evil, but at some point realizes that he's in error and tries to redeem himself and help the heroes, would it feel like a cop-out that when it comes time to deal with that villain's fate, the player doesn't get a choice in the matter and the story/characters just decide if the villain lives or dies?

Especially when giving them that choice would necessitate a separate ending to it. So either the story is told regardless of how the player feels about a major part of it, or there's the need for multiple endings, which could annoy the player.

If the game gave the choice to kill the main villain, would it work better if there really isn't a "right choice" and both endings are happy but different? Or at least neither of them feels like a "bad end?"
author=unity
author=RyaReisender
SaGaFrontier is my favorite game of all time. =3
I can understand that. It has a lot of charm and good points, despite its messiness. Even though I only played through it once, I'm glad I did.

Back to the topic at hand, I have a specific question. If I have a situation where the main villain of the story unleashes a greater evil, but at some point realizes that he's in error and tries to redeem himself and help the heroes, would it feel like a cop-out that when it comes time to deal with that villain's fate, the player doesn't get a choice in the matter and the story/characters just decide if the villain lives or dies?

Especially when giving them that choice would necessitate a separate ending to it. So either the story is told regardless of how the player feels about a major part of it, or there's the need for multiple endings, which could annoy the player.

If the game gave the choice to kill the main villain, would it work better if there really isn't a "right choice" and both endings are happy but different? Or at least neither of them feels like a "bad end?"


That's something that you have to decide for yourself. Either way would work fine, but it depends on the themes and intent of the story. If your game is about morality, then giving the player the option would work into that. That's not to say it has to, especially if you haven't been giving moral actions that impact the story/gameplay prior to this. Forcing your game to give the player a moral choice out of the blue could just end up seeming out of place and irrelevant. Think about the intent of your story and what would be best for it.
author=unity
Back to the topic at hand, I have a specific question. If I have a situation where the main villain of the story unleashes a greater evil, but at some point realizes that he's in error and tries to redeem himself and help the heroes, would it feel like a cop-out that when it comes time to deal with that villain's fate, the player doesn't get a choice in the matter and the story/characters just decide if the villain lives or dies?

I'd personally prefer if the player him/herself gets to choose which is better, but either could work depending on the story's conflicts and whatnot.

Again, though, whether or not you decide it's necessary is up to you, like Housekeeping said.
pianotm
The TM is for Totally Magical.
32388
Okay, I'll come clean. I'm working on two projects. A big one and a little one. Both of them have multiple endings. Here's the thing, my story lines branch...drastically, so that depending on the choices you make or how well you deal with circumstances, you literally follow a different course in your game. You go through maps and get items you ordinarily wouldn't get making all the right choices, and by the same token, there are maps you would have gone through and items you would have gotten, but now won't because you failed an objective here, or made a different decision there.

More importantly, failing to do key things doesn't mean losing the game. It means you have to try to achieve your goals by doing something different. This actually came about by experimentation with switches. I got the idea from a tutorial about how to make NPC's conversation change with each click. I realized that I could literally turn one game into two with a single switch: just make sure each event has that switch turned on and has actions appropriate to whether or not the switch is turned on. Turning that switch on can also easily make certain events vanish and new ones appear.

I found that I really liked the idea of being able to explore how my characters react to certain situations and what they do if things don't go according to plan. In Final Fantasy, if you're fighting a boss and you lose, the Game Over screen comes up and you have to try again. In my game, your characters appear back on the map, all down to 1 HP, and now because you've lost, there are consequences that change the condition of the game, and someone says, "We need a plan B." Now, you can fight the boss again and win, but that still won't undo the effects of the previous failure. Now the guards are alert, and no matter what you do, you're going to have to face them, and you wouldn't have had that problem if you had beat the boss on the first attempt.

I'm enjoying this aspect of the game. So, yes, I really like multiple endings, but most video games just don't make them worthwhile. That would take extra work and money.
unity
You're magical to me.
12540
author=Housekeeping
That's something that you have to decide for yourself. Either way would work fine, but it depends on the themes and intent of the story. If your game is about morality, then giving the player the option would work into that. That's not to say it has to, especially if you haven't been giving moral actions that impact the story/gameplay prior to this. Forcing your game to give the player a moral choice out of the blue could just end up seeming out of place and irrelevant. Think about the intent of your story and what would be best for it.


author=zacheatscrackers
I'd personally prefer if the player him/herself gets to choose which is better, but either could work depending on the story's conflicts and whatnot.

Again, though, whether or not you decide it's necessary is up to you, like Housekeeping said.


Great food for thought. That helps a lot. Thanks to both of you! ^_^

author=pianotm
Okay, I'll come clean. I'm working on two projects. A big one and a little one. Both of them have multiple endings. Here's the thing, my story lines branch...drastically, so that depending on the choices you make or how well you deal with circumstances, you literally follow a different course in your game. You go through maps and get items you ordinarily wouldn't get making all the right choices, and by the same token, there are maps you would have gone through and items you would have gotten, but now won't because you failed an objective here, or made a different decision there.


That is incredibly cool! Sounds like a lot of work, but with really big potential payoffs. I definitely want to see what you do with those games!
InfectionFiles
the world ends in whatever my makerscore currently is
4622
I always liked good/evil alterathens with different endings.
I hate, HATE when a game (like the original pokemon) where they offer you to be bad on a all good role, but you decline. Let me be bad!

Make it to where if you are good you kill the bad guys, and vice versa. It can make a entirely different playthrough.
author=unity
author=Housekeeping
That's something that you have to decide for yourself. Either way would work fine, but it depends on the themes and intent of the story. If your game is about morality, then giving the player the option would work into that. That's not to say it has to, especially if you haven't been giving moral actions that impact the story/gameplay prior to this. Forcing your game to give the player a moral choice out of the blue could just end up seeming out of place and irrelevant. Think about the intent of your story and what would be best for it.
author=zacheatscrackers
I'd personally prefer if the player him/herself gets to choose which is better, but either could work depending on the story's conflicts and whatnot.

Again, though, whether or not you decide it's necessary is up to you, like Housekeeping said.


Great food for thought. That helps a lot. Thanks to both of you! ^_^

No prob. ;3

Always happy to be insightful!
I know a lot of players like them, but personally, I'm not a fan of "good" and "evil" endings. I mean, yes, they offer a substantial divergence in content which usually goes beyond a difference in some single choice at the end of the game, but I feel like a more nuanced or novel basis for distinguishing between endings is almost always more interesting. Besides, in life, who really decides between "good" and "evil?" Overwhelmingly, people decide between different conceptions of what's right, and trade their principles off against each other. Usually the game's writers have some particular ending in mind which they think is right, and if they let players do something else, it's jumping off some slippery slope of iniquity, but I'm more interested in games that offer the player multiple essentially viable ways to address the game's core conflict.

For example, suppose that you have the choice between saving a kingdom and returning the throne to the rightful heir, versus saving the kingdom and ruling it yourself. Conventionally, the latter would probably be the "evil" end, where you become some kind of decadent tyrant. But what if I want to rule the kingdom and do a better job? Maybe reform the country's infrastructure, and ultimately dismantle the monarchy from the top and then step down? I'd be much more interested in a game which offers a choice between passing up power in an attempt to stay morally pure, versus taking it in an attempt to accomplish greater good.

On the mechanical side, I'll add that if your multiple endings require replay to achieve, you should offer players an abundance of reasons to want to replay the game. The worst you can do is offer a highly linear game with consistent gameplay from playthrough to playthrough, where the most motivation the player will have is to get things they "missed" the first time. Offering choices which generate substantially different scenes is better, but will usually leave playthroughs mostly rather than almost completely identical. Multiple endings are most effective when you make your gameplay, plot, or both, sufficiently open ended that your audience would want to replay the game even if you didn't have them. For instance, the Elder Scrolls games tend to allow character creation with sufficient leeway that it dramatically alters how you play through the game; with that much incentive to play multiple times, leaving out multiple endings would be a major oversight. Many of the Might and Magic games offer options for party setup which make for a wide variety of different playstyles, but since most of them have only one ending, you're liable to end up playing through the same exact storyline repeatedly just to explore the different mechanical challenges.
Creating wildly divergent story paths in order to create two different endings is interesting to the player, but the logistics of realizing this are a very tall order for the developer as it means making enough content for two games, or at least one and a half games.

It's no wonder most commercial games don't go this route. Can you imagine needing to make an extra year's worth of content with no extra pay for the staff? It'd mean the birth of DLC.