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THE BONUS DUNGEON IS THE FINAL DUNGEON?

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author=SgtMettool
Now, I have a question for you folks since we're on the topic of final dungeons:

What is your opinion on the idea of multiple, mutually-exclusive final dungeons? For example, depending on the path that you take through a game, you might end up in Final Dungeon A or Final Dungeon B, but not both. Neither is a bonus dungeon. You get one or the other. Interesting concept or dick move?

Asking for, uh, reasons.


I'm all for it, I have a similar idea for one of my own games.
The tl;dr for that is basically there's five final bosses and as you play through the game you eliminate them one at a time at the player's choice while the rest try to complete their machinations first (and ergo become more powerful). The last one finishes and becomes the final boss who tries to rule the world. Each one has their own final dungeon. There's even a secret super final boss that's its own path entirely.

(it will never be finished)
author=GreatRedSpirit
(it will never be finished)

Herein lies the crux of the issue. The more complicated the idea, the less likely it is that it'll ever see the light of day. The more endings a game has, the worse each one gets (or it doesn't ever actually get made at all). This is true even for big teams, never mind one-or-two person RPGMakers.

The problem with having a "true" ending and an "easy" ending (or whatever) is that the easy ending will never feel like an accomplishment. Everyone will know it's a lie; so in reality there is only one ending, and you've wasted your time making an alternate path to lead players astray. If this was your intention, more power to you. If you were trying to give a real choice, you haven't really.

Bonus challenges, on the other hand, usually lie outside the narrative and don't take anything away from the player. I've never beaten Omega or Neo Shinryu in Final Fantasy V, and I'm OK with that. They're optional content for players who want to challenge themselves.

There are some cool ideas in this thread but, like, remember to actually finish something dudes (also me).

edit: also, if the player wants to grind like a madman and do the bonus content first, then cakewalk through the ending, let 'em. Is it really so bad to give the player the feeling that he has ascended into godliness through his own perseverance?
author=Jeroen_Sol
author=Desertopa
I agree with RedNova that I'd find it pretty weird in storytelling terms for the player characters to deliberately impose the challenge of an unnecessarily harder dungeon on themselves... just because.
I... don't agree this is a valid argument. "Just because" is a completely valid reason for the player characters to do anything. It is also the reason people backtrack to previous towns, and kill lots of monsters in order to level grind. In many games, neither of these things make sense from a plot perspective, especially while the great threat of the final boss is looming over the world. Does that mean you shouldn't allow backtracking or grinding in rpgs? No, because limiting the freedom of the player like that would be no fun whatsoever.


"Just because" is adequate reason for the player characters to do some things. Some games do limit backtracking and grinding (a lot of designers look for ways to limit grinding,) but I also prefer it when games permit those things... as long as there isn't a pressing plot reason not to.

Like, at times when the plot doesn't carry a great deal of urgency, there's no particular reason why the protagonists shouldn't be able to wander around aimlessly, revisiting old locations, completing sidequests, etc. If the plot entails that the protagonists are on the run and are constantly being tailed by people trying to apprehend them, and you still let the player wander around aimlessly, backtracking and hanging around to complete sidequests, then you're trivializing your own narrative for the sake of player freedom.

Or, to apply this to a case which a lot of video games actually use, if you want to let the player wander around right near the end of the game completing sidequests, finishing off subplots and such, it's better to make sure that this isn't a point where the plot says the world is in imminent danger of destruction where every second counts towards ending the final conflict.

I enjoy having freedom as a player, but I don't like it when exercising that freedom means doing things that seem dumb in the context of the narrative.
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
author=Desertopa
Like, at times when the plot doesn't carry a great deal of urgency, there's no particular reason why the protagonists shouldn't be able to wander around aimlessly, revisiting old locations, completing sidequests, etc. If the plot entails that the protagonists are on the run and are constantly being tailed by people trying to apprehend them, and you still let the player wander around aimlessly, backtracking and hanging around to complete sidequests, then you're trivializing your own narrative for the sake of player freedom.

Or, to apply this to a case which a lot of video games actually use, if you want to let the player wander around right near the end of the game completing sidequests, finishing off subplots and such, it's better to make sure that this isn't a point where the plot says the world is in imminent danger of destruction where every second counts towards ending the final conflict.


Considering the heavily lauded Final Fantasy and Legend of Zelda series both do this exact thing, I question your assertion that people feel narrative is trivialized by such player freedom. Some people may feel less invested in the story if it can be put on hold, sure, but I don't think many people do.

But to go back to the final dungeon being the optional dungeon:

I'd argue that, in the case of optional content, player freedom is far more important than the narrative. If you decide to include an optional super dungeon in your game, you are catering to the achievement hunters and completionists who play your game. In most cases, the why behind such optional content is not important to them. And because completionists want to see everything a game has to offer, I don't think having the optional super dungeon and the normal final dungeon be mutually exclusive is a good idea. Whichever route they pick, people will feel like they're missing out. It's very much possible to have the final dungeon and super dungeon in the same place, though. While not a super dungeon per se, Final Fantasy 3 comes to mind, with the Land of Eureka being an optional dungeon within the Crystal tower.
author=Jeroen_Sol
Considering the heavily lauded Final Fantasy and Legend of Zelda series both do this exact thing, I question your assertion that people feel narrative is trivialized by such player freedom. Some people may feel less invested in the story if it can be put on hold, sure, but I don't think many people do.


Just because they're popular, doesn't mean they're faultless. Certainly I've known many players other than myself to complain about how silly this is.

It's not like there aren't plenty of ways around this. You can make a final dungeon where the Big Bad is waiting for the protagonists to show up for the final confrontation, and won't proceed without them. You can make the bonus content available before the Point Of No Return where the plot becomes time-critical, and make it clear what events will trigger that point so the player knows to get everything else out of the way before moving on. You can put bonus content in an epilogue after the main conflict has already been dealt with. With time travel elements, the protagonists can put the final confrontation on hold indefinitely, because it always takes place at a specific point in time, and they can approach that time whenever it's most convenient for them. You can have a final confrontation which actually occurs on the protagonists' initiative rather than the antagonists', so they can choose when to take the fight to the Big Bad.

If you don't actually care that much about the narrative, then you don't need to worry about these sorts of things. But if you want the narrative to be a major selling point for the audience, it's generally better to keep the gameplay and narrative in support of each other rather than letting one undermine the other.
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
That's the point though. Most people don't feel those things undermine each other at all. If they did, the games I mentioned wouldn't be as popular and lauded as they are. (And they are also lauded for their narrative, might I add. Maybe not so much the Zelda series, but definitely the Final Fantasy series.) Of course they're not flawless, but that is a moot point.

If you design a story-driven game specifically targeted at people who play games for the narrative, then I agree it is silly, but as most rpgs are targeted at a wide variety of players, it's simply a thing that doesn't really matter very much.
Optional gameplay dungeons generally aren't targeted at people who care about the narrative, that's why they're optional; so the people who care about the narrative but less so about the gameplay can skip them and just get on with the narrative.

There are certainly ways to integrate an optional dungeon into the narrative, but you have to ask yourself if any of them are really worth it to an indie developer with limited time and resources, specifically because many demand you write your narrative around your optional content, rather than the other way around.
(Also, while my personal opinion holds no weight, I'm generally against points of no return in general, if the content after it lasts longer than 30 minutes. But that's beside the point.)
I really like how Star Ocean 2 has solved that. After beating the game, you can leave the final dungeon again, do the bonus dungeon, gain tons of levels and strong equips. But then (with some actions you need to do) you can return to the final boss and now he's much harder and still a challenge. And as a reward you even get a slightly different ending.
author=RyaReisender
I really like how Star Ocean 2 has solved that. After beating the game, you can leave the final dungeon again, do the bonus dungeon, gain tons of levels and strong equips. But then (with some actions you need to do) you can return to the final boss and now he's much harder and still a challenge. And as a reward you even get a slightly different ending.


Yeah, but see... is that even an optional thing? Like, if you fight a boss and then there is another, harder version of that same boss who changes the narrative when you defeat him, how is that second version not just the actual final boss?

That would be like beating the second-to-last dungeon and going "oh nice I won" and never playing it again because you consider the other stuff optional bonus stuff.
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
I'd say something is optional if you can beat the game (I.E. make the credits roll) without doing it.
Yeah, it's optional. You get a proper ending without even knowing about the bonus dungeon or the "Limiter Off" final boss. That's how optional bonus dungeons should be. Either that or completely separate from the main game. For example take Valkyrie Profile's Bonus Dungeon. It's like a whole extra game.
author=RyaReisender
I really like how Star Ocean 2 has solved that. After beating the game, you can leave the final dungeon again, do the bonus dungeon, gain tons of levels and strong equips. But then (with some actions you need to do) you can return to the final boss and now he's much harder and still a challenge. And as a reward you even get a slightly different ending.

Well...you've sort of got it mixed up.

1. The optional dungeon in SO2, the Cave of Trials, doesn't require you to beat the game. All the player needs to do is save at the last save point in the final dungeon, leave the way you came, and go and fulfill the steps to go there.

2. 'No Limiter' Indalecio (basically, an ultracharged version of the final boss) can very well be activated by a player who has no idea that he/she did it; all you have to do is encounter two Private Actions throughout the game that the player may very well do by accident. If that happens, you're stuck with a version of the Final Boss that literally requires almost +100 more levels than before to beat him.

You can see the problem with this; it's optional in the fact that you don't have to do it, yeah, but the requirements that replace the final boss with an ULTRA POWERFUL final boss, at first glance are pretty arbitrary and irreversible, a casual player will have no idea or indication that it happened, and can leave the casual player completely unable to beat the game. The final boss of SO2 is tough enough on his own, but the super charged version of it is more or less completely unfuckitable unless you're balls deep in side quests; you pretty much can't beat him with a casual run of the game.
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1786
author=Kaempfer
Yeah, but see... is that even an optional thing? Like, if you fight a boss and then there is another, harder version of that same boss who changes the narrative when you defeat him, how is that second version not just the actual final boss?


That's similar to the completionist mindset that not all of us have. It'd be up to Unity to gauge how many of their players (including new) feel that way. If the ending I got was satisfying but any factors would make getting a true end not worth it to me (like needing to grind a ton), then I'm perfectly happy with my normal end.

Optional dungeons and bosses included, if I could go back in time I never would've bothered beating Ruby Weapon, for example. And since then I've hardly fought any of the optional bosses in a Final Fantasy game. I'll fight the optional bosses in Tales games and Ar games because they're usually so fun to fight.

Regarding the Star Ocean 2 example, Such a thing could be solved with No Limiter route giving you an item that can put the limit back on so unsuspecting players don't get locked into a grindfest. But it's best to just avoid such things in the design.
I didn't mix it up, I just didn't mention it because it's irrelevant. When you reach the final boss, you also fight him. I have my doubts someone accidentally activated "Limiter Off" Indalecio. Who leaves the final dungeon after reaching the final boss? Only completionists.
Adon237
if i had an allowance, i would give it to rmn
1743
Bonus dungeons are a weird thing to have qualms with, considering they are truly entirely optional. It would seem reasonable to only make the bonus dungeon accessible after you defeat the final boss (of the game's mandatory content), that way adjusting the stats of this boss is not really a concern since you've defeated the game.

Bonus dungeons also aren't inherently incompatible with a game's narrative. They don't detract from the experience. If I want to do all the work to getting my characters able to kill these bosses, that is entirely optional and can even lie outside of the narrative and still be justified. It gives another use for all that high level equipment and skills.

Mixing the final dungeon and the bonus content would work in some cases, but it is really dependent on what game is in question.
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1786
I just beat Stranger of Sword City and after the credits roll you re-awaken at the start of the final dungeon and one of the characters tells you that you're in a sort of dream-like world and there's powerful monsters to kill in bonus dungeons, or you can go on to Newgame+ after getting a certain item from him.

That's also another example of a game that I'm not getting all the endings in. There's 3 story-wise but the game has a really nice (though facepalmy marketing) feature where you can change the artwork between the original Korean-esque art and a more generic anime style. So to some there would be 6 endings since you'd need to change the art style for the final two CGs of each route. But to me 6 just isn't worth doing the final arc again. 3 isn't worth doing the final arc again.

Another example where the post-game content is expressly stated to be outside the narrative is Cross Edge. There it's played off as a "the developers want you to challenge yourself and use absolutely everybody." thing. Dead characters come back with a sort of "Yay! The developers brought me back!" vibe. There is narrative content but nothing related to the plot.
author=Rys
I didn't mix it up, I just didn't mention it because it's irrelevant.

No, it's incorrect. The first of the actions you need to do to take the final boss's limiter off is well past the point of even leaving Expel, much less the final part of the game. If you wait until the last part of the game to begin, you're too late. Your omission of certain facts made it objectively inaccurate.

author=Rys
When you reach the final boss, you also fight him.

Uh...yes? The point is the last save is not past the point of no return; you don't have to beat the game to access the bonus dungeon, and you can't do so, because once you beat the game, it's over.

In addition, reaching the last save point is not effectively beating the game, because the final boss of SO2 even with the Limiter on is hard as shit, and the Cave of Trials may be the only difference between a character beating him or not. Getting near the end of Star Ocean 2 and completing Star Ocean 2 are very different feats.

author=Rys
I have my doubts someone accidentally activated "Limiter Off" Indalecio.

I did, the very first time I played the game. It's extraordinarily easy, you just have to witness two easy to access Private Events, something even casual players will dabble in. Are you kidding?

author=Rys
Who leaves the final dungeon after reaching the final boss? Only completionists.

Irrelevant.
Wait, as far as I know you can only limiter off when you've saved at the final save point.

Also Indalecio Limiter On isn't so hard. o.o
You have to do the PA in Click or w/e that port town that gets wiped out on Expel and meet Filia, the woman who says the town is gonna get destroyed. If you do that and save at the final save point you can see Filia again in that PA in Nede to get super sand legend Indalecio.

(it's hard to call any super boss in SO2 hard when the Bloody Armor and Algol Shield are available. Nobody resists it and you can just throw bodies and saves at the boss to get a parry proc and instantly win)

e: googled her name, it's Filia
author=Rys
You have to do the PA in Click or w/e that port town that gets wiped out on Expel and meet Filia, the woman who says the town is gonna get destroyed. If you do that and save at the final save point you can see Filia again in that PA in Nede to get super sand legend Indalecio.


This is correct, my mistake. I remember the first time I played the game though, I exited the tower because Limiter On version was giving my difficulty so I wanted to explore some more, and then I activated that PA and doubly screwed myself.

author=GRG
(it's hard to call any super boss in SO2 hard when the Bloody Armor and Algol Shield are available. Nobody resists it and you can just throw bodies and saves at the boss to get a parry proc and instantly win)


This is true, but I sure has hell didn't know that in what, 1999?

author=Rys
Also Indalecio Limiter On isn't so hard. o.o


To a casual player of the game without knowledge of stuff like Bloody Armor and such, and taken in context with the average difficulty of RPGs at the time, hell yeah he's hard.
Bonus dungeons make NO SENSE. The idea on the op is not that great of an alternative because the player will feel as though he's chosen the easy mode final dungeon which is the complete opposite narrative effect you wanted to achieve when designing the final dungeon. So come to think of it it's even worse of an idea than having a bonus dungeon since at least the player doesn't know about the bonus dungeon yet. (although this makes no sense either)

Maybe a better solution is to have the game continue with different characters. What I mean is you skin swap the characters so they have the same skills and level, but they have different names/appearances and are in a different setting such as 50-100 years after the events of the main game or a thousand years before. (e.g. the main characters offspring, or a race of ancients fighting monsters far more powerful than what had existed during the main character's time) This way the story of the main characters is still conclusively finished and the bonus dungeon is like a side story.
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