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Making game endings/denouement is always tricky for me.

  • unity
  • 11/02/2015 03:48 PM

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Pages: 1
unity
You're magical to me.
12131
I want the ending/wrap up to feel fulfilling, but it's always hard to get it just right.
Craze
i bet she's a diva with a potion popping problem
13585
My games always end in a party or feast because i'm Very Original
unity
You're magical to me.
12131
Haha, I've done that before too :D
Sated
puking up frothing vitriolic sarcastic spittle
4020
author=Craze
My games always end in a party or feast because i'm Very Original

This is also how Engalia ends, because I'm also very original.

Sore Losers ends with a riot. I find it easier when I don't intend the ending to be a happy one.
Cap_H
DIGITAL IDENTITY CRISIS
6615
I usually tend to make no ending at all. Keep it open, something to think about.
unity
You're magical to me.
12131
That's interesting :D So no ending, no denouement? Just go straight from "final battle/puzzle/gameplay element" to "The End" or "Fin" etc?
Screw dat >:(
Players put in a lot of effort to beat your game and they expect a decent ending for it. Blow up your final boss into a bafillion particles, make the couples get jiggity, reseal the magic sword, say farewell to the elementals and other spirit helpers, have the cool loner guy stand on a cliff with his hair blowing in the wind talk about how he's going on a journey to get even cooler, top it off with some sunsets and stars and shit, and make sure the soundtrack is good.
Otherwise, why do we even play these dumb things?
Craze
i bet she's a diva with a potion popping problem
13585
i never beat games so i wouldn't know, dyhalto

i do agree though, on principle
NeverSilent
Got any Dexreth amulets?
6129
The ending is usually one of the first things I come up with when creating a story, so I don't have this problem often. It's actually getting there (i.e. all the content between beginning and ending) that I find problematic.
We should trade places, unity.
author=NeverSilent
The ending is usually one of the first things I come up with when creating a story, so I don't have this problem often. It's actually getting there (i.e. all the content between beginning and ending) that I find problematic.


How curious, that's usually what happens to me too. XD
Craze
i bet she's a diva with a potion popping problem
13585
my first major rpg maker project (that never got ANYWHERE near finished in any rpg maker), arcane mist, ended with the gay couple (who were, like, the only characters left alive by the end) jumping into a volcano

i'm really glad i never got anywhere on any version of that, but at the same time i wish i had them lying around to make fun of

if you were curious, the couple was Burns (renamed Gambit but DEFINITELY NOT AFTER THE XMEN) and the blue-haired emo guy (renamed Astor, because i saw it in a book i read) from the 2k3 rtp

basically what i'm saying is that anything you do will be better than this, unity/everybody

edit: i can't remember if you killed aera, astor's half-sister air goddess, or not. she might have lived. gj aera

edit2: i found it. i found the document where i drunkenly talked aobut it. spoiler: aera dies
https://docs.google.com/document/d/12g4zmwM_XEU-iz62ihjZAV5IY0UzbsBbmpFX3Vp5tK4/edit?usp=sharing
Cap_H
DIGITAL IDENTITY CRISIS
6615
author=Dyhalto
Screw dat >:(
Players put in a lot of effort to beat your game and they expect a decent ending for it. Blow up your final boss into a bafillion particles, make the couples get jiggity, reseal the magic sword, say farewell to the elementals and other spirit helpers, have the cool loner guy stand on a cliff with his hair blowing in the wind talk about how he's going on a journey to get even cooler, top it off with some sunsets and stars and shit, and make sure the soundtrack is good.
Otherwise, why do we even play these dumb things?

Basically, that's exactly what i suggested. I would leave out jiggles. To keep it open, very open. Sequel-ready.
Films are a good example. The antagonist is dead, still the protagonist's future is unsure. There is a group of super mighty individuals led by a probably heartbroken, bitter person (its OTP was killed either by the antagonist or by a traitor), can they stop now?
I watched The Proposition just the other day and it had some strong disturbing ending. It answers some questions yet creates new ones.
Or make a party with a surprise romantic revelation.
And yeah, make sure the soundtrack is good.
^I prefer closure, myself. The more the better, but a Final Fantasy 6-style sailing into the future is alright too. I want to know my party's struggles were worth it ^^

author=Craze
i never beat games so i wouldn't know, dyhalto

Ah, sorry. I wasn't trying to dig you specifically or anything. I just get frustrated when endings are basically "Wow, we did it", then roll credits.
You did beat Dondoran though. That's worth a medal.
slash
APATHY IS FOR COWARDS
4008
Slash's 100% Perfect Game Ending:

  • There's a huge party
  • The protagonists smooch
  • The wacky sidekick gets their dream fulfilled (new job, meeting long-lost friend, buffet of hot dogs)
  • The villian survives but is fuming about their failure until someone gives them a hot dog and then they're doing alright



Also, the credits play over a medley of each region's music while we see the characters and maps from that region and how they're doing.

(Good luck!!)

Red_Nova
The all around prick
7612
Endgame sequences are something I take (too) seriously. A rule of thumb I have is that closure is a necessity. Sequel setups are fine, but the main plot for that particular game needs to be solved. It'll just feel incomplete otherwise, especially if it was a longer game.
Cap_H
DIGITAL IDENTITY CRISIS
6615
We watched this ending today at school.
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