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[Poll] What do you think about multiple 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.

Hello everyone

author=facesforce
Welcome to Rmn, Hyrule King. I am Facesforce, the hidden terror of RMN, and overall general outlaw of the rpg maker community since the year 1999.
It's a pleasure to meet you. Nice to see you have more common sense, and have decided to study programing over just rpg maker. :)
Post alot, okay?

Thanks facesforce, I would like to study programming but have found it hard to learn from scratch. Maybe at some point I can take a course or something.

I am guessing a lot of new people, perhaps the majority, will get started on a project, and then lose interest over time and never finish it. There is a very real danger of that happening with me too but I'll try my best to stick to it.

As for posting a lot, well I'll have a look around to see if I can find appropriate places to do that.

Hello everyone

Ok thanks very much for the advice man, now I just gotta see if I can get something done.

Hello everyone

Yep I read that last week too, and I can't imagine much better motivation than to believe that Bob Ross believes in me!

I wonder if I can squeeze in a few sneaky beginner's questions? If not I will move them to the GD&T subforum.

While I started on the tutorial, I quickly picked an existing IP as a base so I could quickly add characters, weapons and enemies without having to make it all up on the spot. The restrictions of the engine were actually rather useful, because I had to quickly come up with ways to represent the combat and magic systems (I only have RPGMVXA Lite at the moment). This was really fun as it gave me loads of ideas, but meant that the tutorial project quickly became the victim of massive 'scope creep', such that the idea in my head now will take absolutely ages and ages to realise. So I left that aside for now and decided to make a much, much simpler game first.

Gotta be careful not to go on and on too much, so in short I was wondering:

>> If I do manage to complete this project, is it actually worth uploading it for people to try? I am talking about a painfully simple project, which will be full of clichés, and will be highly similar to, and probably much less complicated than, a lot of users' very first tutorial projects. Are people bored to tears of playing other people's carbon copy games, or do you think it's important for a new gam mak-er to have people try something they've managed to finish?

>> If I go on to develop the project based on another IP, are there things I should be wary of? I assume I will need to ask permission for using their fictional universe as a base, even in a free RPG game? Are some companies more generous with their permission than others? For example, I imagine Nintendo are pretty cool with it seeing as how some of the engines here seem specifically designed to create games in the Zelda and Mario mould. Do other companies just flat out say no?

Hello everyone

Thanks for the warm welcome everyone.

author=kentona
I wrote them from scratch but with heavy guidance from the books, if I recall correctly. A lot of credit goes to them for the subject matter.

EDIT:
basically, I summarized a lot of their ideas, and injected a few of my own and (sometimes) gave different examples. It's like a Coles Notes version of their book.

That's really impressive - the writing style is so professional, and the articles are easy to understand and ideal in length for the format. I'm really encouraged by the effort and attention to detail put into so much of the stuff I've read so far - I guess this kind of perfectionist mentality is normal for people who are heavily invested in making fully realised games, as well as helping others do the same.

Hello everyone

author=Marrend
You had a C64? Niiiice!

Welcome to RMN! Share your creativity with us!

My friend had a c64, but I had a Spectrum briefly, and I grew up on Atari ST games.
author=kentona
I am pretty amazing. Humble, too.

Welcome to RMN! Enjoy your stay!

Well your FUNdamentals articles 'based on' Swords & Circuitry are genuinely amazing. Did you copy chunks out of the book, or write them from scratch with the book as a guide? Either way, the writing and presentation in the articles are extremely good.

Hello everyone

Hi everybody!

Ok, I am prone to rambling but will do my best to keep it brief. I got RMVXA last week having never heard of it before. I've always wanted to make games ever since I was a kid, but never took appropriate steps towards doing it.

So I tried the program out last week and it's been great fun. I went through Touchfuzzy's tutorials in a couple of days and have been reading up on all the amazing resources I've found, like the articles written by kentona and Addit and LockeZ and so many others. It's all so well-written and well thought out! So thank you to all those who have contributed to this amazing hub of information.

I had 0 projects last week but now have 4, thanks to all the ideas spewing out after getting started on the program. It sounds sad, and I know that the initial enthusiasm from the new people will always wane, but I am really excited about all this right now! I'm not young (I remember playing on Spectrum, Atari and c64) but I never learned any programming or game design so this is all very new for me.

I have so many questions, but I will keep them to the appropriate forums unless someone thinks its ok for me to ask them here. For now, just saying hello and hope I get to meet a whole bunch of you, contribute to this community and hopefully actually make a game!!
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