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AND THEY ALL LIVED HAPPILY EVER AFTER...

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I like the ending where the protagonist's world is destroyed or damaged but they were able to overcome the threat and now it is time to rebuild with hope for the future.

WALL-E would be a good example of what I mean.

Moved to Game Design, btw.
I thought Dhux's Scar really had a unique ending.

The bad ending had the "hero" getting what he wanted and the good ending had the world getting destroyed. Totally bizarre.


However, although I found it interesting, I wasn't terribly satisfied with the good ending all that much. I remember thinking to myself, "That's it? Really?" I feel like sometimes making unique and interesting endings can sometimes sacrifice the satisfaction we all want.
Terranigma has an ending that is not only downerish, but makes your quest seem pointless. It involves that
the Big Bad made you rebuild the overworld so he could conquer it and destroy yours. This is tied with a reincarnation cycle of your character (didn't fully understand that) that he's doomed to do this over and over, being only able to end this by failing.

And what's even more stupid is
that your char is granted a final day in his village, with everyone being blissfully unaware that they'll die at the end of the day.
post=145977
pointless.


"lol sup it was all a dream"
My favorite ending is probably Mother 3.

The only thing I hate is when devs prolong the life cycle of a game series. A game that was only supposed to be a trilogy ends up getting 6 releases. It only really applies to commercial games, because they purposefully end games with a terrible ending just so they can leave the option open for a sequel ($$$). And I don't care if they milk the franchise, but the never ending storyline thing is annoying. Imagine if the Final Fantasy series did this. ;(

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
Sometimes I like classical tragedies just as much as happy endings. Where the protagonist's fatal flaws ultimately cause his end.

A nice midpoint is an ending where the main characters die or fail, but despite their death or failure they still fulfill their most important task. In an RPG where you're trying to save the world, this is probably as close to a tragedy as you can usually get. Since a tragedy is supposed to trace the path of how humans cause themselves to suffer, not actually destroy the world. Lufia 2 did a good job of this. Mother 3 was a really ballsy exception and I loved it, but it's pretty hard for most games to get away with an ending like that. They only pulled it off by not actually spelling out what happened. But if it's your favorite ending, then I assume that means you figured it out.

If your game ends with the good guys winning, it's important to me that you don't just go on and on about how happy everyone is. FF4 for example had a terrible ending: it went on for like 20 minutes showing how wonderful each character's life was turning out a year later. We don't care! That's not what the game was about! The game was about Cecil, Golbez, Baron, and the moon. Those are the elements that should have been the focus of the ending. Sidequests and substories have no place in the ending - they should be wrapped up before you get there, so that the ending feels really important.
post=145990
If your game ends with the good guys winning, it's important to me that you don't just go on and on about how happy everyone is. FF4 for example had a terrible ending: it went on for like 20 minutes showing how wonderful each character's life was turning out a year later. We don't care! That's not what the game was about! The game was about Cecil, Golbez, Baron, and the moon. Those are the elements that should have been the focus of the ending. Sidequests and substories have no place in the ending - they should be wrapped up before you get there, so that the ending feels really important.

No, you don't care. I think FF4 had a very concrete ending. I actually liked to see what happens in the end with all of the characters I spent dozens of hours getting to know and play as. The game was about Cecil, Golbez, Baron, and the moon, but that doesn't mean the ending should go "and fuck everyone else".
Agreed. I think FF4 had an ending that was quite appropriate and adequate for the game. Sure, we assumed that Yang, Edward, Edge, and Cecil would become kings, but it's still nice to see (wow, didn't realize there was so much royalty in the game). The primary plot regarding the Lunarians, Cecil, Golbez, and FuSoYa got a good amount of attention (and that theme carried over to the credits, which was basically a scene of flying through space), and was tied up, but the main threat in the game is that the world is in danger, so proper time is given to ease the tension of those important in that world.

I just want an ending to be appropriate to the elements of the game that draw me in in the first place. That being said, I'm a sucker for a happy ending that ties everything up. Xenogears, for example. Not too thrilled about endings open to interpretation, unless it represents some sort of character struggle imminent throughout the game.
why would (did) Yang become a king anyways

I didn't care either, bunch of useless chumps who had no idea how to die unlike Tellah (does he even get mentioned in the ending)


*edit*
Tellah did get mentioned by the Elder, apologies to anybody who cares
If your game ends with the good guys winning, it's important to me that you don't just go on and on about how happy everyone is. FF4 for example had a terrible ending: it went on for like 20 minutes showing how wonderful each character's life was turning out a year later. We don't care! That's not what the game was about! The game was about Cecil, Golbez, Baron, and the moon. Those are the elements that should have been the focus of the ending. Sideq0uests and substories have no place in the ending - they should be wrapped up before you get there, so that the ending feels really important.


I disagree. Like the others said, I like seeing what happens to the main characters after the game ends. For me, I like endings that have a sense of closure (that said, bonus points if the ending serves as both closure for the main plot as well as an introduction to another story).
I think it's nice seeing what happens to all of the characters at the end of the game. Like Yeaster said, it gives a sense of closure, and it is always interesting to see how the characters are handling themselves at the game's conclusion.
closure is for the children's literature section of the bookshop
Anyone remember the ending to LOTR? Long as hell...
post=146834
Anyone remember the ending to LOTR? Long as hell...

the real ending is interesting
Max McGee
with sorrow down past the fence
9159
Endings are super important in everything, but I find they're even more crucial in movies (which you are more likely to FINISH than a 30 hour game, at least if you're me).

An imperfect ending is the #1 reason for 99% of movies rating for me as "alright" or "okay" as opposed to good or great. Having likeable protagonists who get fucked in the end is generally going to turn an audience against you unless you have a good grasp on Shakespearian tragedy and why it works (No, The Departed, it does not work because you kill every single character) but then again "unearned" happy endings are even worse.

If your game ends with the good guys winning, it's important to me that you don't just go on and on about how happy everyone is. FF4 for example had a terrible ending: it went on for like 20 minutes showing how wonderful each character's life was turning out a year later. We don't care! That's not what the game was about!

I actually like that kind of thing if it's done well. If I recall correctly the ending of TTHW was a little like this...well, not everyone's life was wonderful but they were moving on with their lives and not being fed to Duke Greene's pigs or whatever.

I think this kind of thing works best if there's a bittersweet aspect to it...like Final Fantasy Tactics (although that's an extreme example).
I think an ending should be conclusive. Don't answer every question, but don't leave the big stuff hanging. It may be all cool and modern and stuff but it leaves the responder unsatisfied. If it's a series, then sure, but you still need to conclude something.

And an ending can be good without being sickly sweet. The ending of, say, Harry Potter wasn't too bad... but then "19 Years Later..." killed the whole thing.
Max McGee
with sorrow down past the fence
9159
the ending of harry potter was shit just like the entirety of harry potter
I honestly didn't read any part of the last book except the ending, I just needed an example.
post=145873
...I still find myself thinking about how exactly I want to end it...

Cliffhanger. Then make two inferior games after it that aren't anywhere near as good as the first, but annoy people since they want to see the story finish. Trilogy~
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