I remember being disappointed with C&C Renegade's ending. I don't remember what it was, but I was disappointed with it. C&C Generals too, China and America anyway, never finished the terrorist faction. The Wolverine Origins game.
That is actually a very good rationalization of what happened. What actually happened was lack of time and money. The idea that the protagonist is not as influential as normal RPG heroes is great, but, as you said, the execution is very bad and everyone just look like a bunch of idiots at the rushed end.Thunderous Cacophony said:I like what I think DA:2 was trying to do. You commit to one side or the other, fight for them, empathize with them, and realise that just because you are on their side does not automatically make that side correct. People are justly worried about the mages because some of them do take the low road and succumb to the power they have. The Templars really are reaching too far in their exercise of authority in the name of safety. For DA:2, it was a pretty good thematic fit; you're not the omniscient hero for whom everything works out and you save the world, you're an adventurer who got lucky, worked hard, but still can't fix everything with a swing of the sword. Your choice still tells you a lot about what your Hawke believes in and stands for, it just doesn't guarantee that your choice will be totally validated.Fat_Hippo said:Yep, DA2 may truly be one of the most atrocious endings I've experienced in a long time. I actually enjoyed that game more than most people seemed to, but when I sided with the mages, only for that fucker to use blood magic OUT OF FUCKING NOWHERE INVALIDATING EVERYTHING I HAD TRIED TO DO THE ENTIRE GAME AND PROVING THE INQUISITORS RIGHT GODDAMIT it was an outright betrayal.Mcoffey said:Also, I think that Dragon Age 2 might have been at least slightly better recieved if it's ending, clocking in near the 40 hour mark, hadn't been an obvious railroading to make sure everyone fought the same bosses. It still blows my mind they did that, even among all the other bad decisions in that game. I get that they were trying to set up the mage rebellion, but that happens regardless of which side you choose. Why the fuck did they force us to choose, and then immediately neuter that decision by making us fight both factions?!
I'd say the problem was more one of execution than of concept, and playing the game I did like how it turned out. I definitely wouldn't call it a betrayal.
Wait, DLC in general or the Extended Cut in particular? Because the latter would actually make sense (a "hey, if you didn't like the ending there's an optional fix out there" message would be a valuable service for fans who don't keep up with gaming news), but the former is just a dick move par excellence.zinho73 said:Hell, after all the mess you just watched the last thing you do see in the ending of Mass Effect 3 is a message urging the player to buy DLC.
After the final cutscene (that implies the Shepard will become some sort of legend), you are booted back to the game with the message:DataSnake said:Wait, DLC in general or the Extended Cut in particular? Because the latter would actually make sense (a "hey, if you didn't like the ending there's an optional fix out there" message would be a valuable service for fans who don't keep up with gaming news), but the former is just a dick move par excellence.zinho73 said:Hell, after all the mess you just watched the last thing you do see in the ending of Mass Effect 3 is a message urging the player to buy DLC.
I just think they missed out on some of the other ideas they had in the game, like the things the band of three where searching for, the thinning of the veil the magesters of old had done and so having a circle there was a terrible idea.Thunderous Cacophony said:I like what I think DA:2 was trying to do. You commit to one side or the other, fight for them, empathize with them, and realise that just because you are on their side does not automatically make that side correct. People are justly worried about the mages because some of them do take the low road and succumb to the power they have. The Templars really are reaching too far in their exercise of authority in the name of safety. For DA:2, it was a pretty good thematic fit; you're not the omniscient hero for whom everything works out and you save the world, you're an adventurer who got lucky, worked hard, but still can't fix everything with a swing of the sword. Your choice still tells you a lot about what your Hawke believes in and stands for, it just doesn't guarantee that your choice will be totally validated.
I'd say the problem was more one of execution than of concept, and playing the game I did like how it turned out. I definitely wouldn't call it a betrayal.
The "Craft" of an interactive medium should be the way in which the user interacts. The design of gameplay is to games what cinematography is to film. To compare it to stunts in a film is to suggest that cinematography is film's "QTE". The story and its resolution are important, but they're not the core tenant of the medium. I'm sure this isn't a comparison you necessarily meant to make (judging by a few of the conversations I recall from Spoiler Warning) but it's a sentiment I've seen disturbingly often over the past few days.As an aside, I've never liked the "who cares about story, games are about gameplay!" defense. That's like saying the plot of a movie doesn't matter as long as the stunts are good. You're saying style and craft don't matter.
It's a ridiculously easy thing to do and yet we keep getting rushed endings because...poor planning?"Since people remember the endings and beginnings to stories the most, write the beginning and ending first, that way anything you have to cut out will be in the middle."
How is that any different then the message at the end of Mass Effect 2?zinho73 said:After the final cutscene (that implies the Shepard will become some sort of legend), you are booted back to the game with the message:
you can continue the legend of Shepard in our future Mass Effect DLC (or something like that).
I really don't see them urging people to buy DLC with that message, it just says that they will have some in the future you can play.Commander Shepard has become a legend by ending the Reaper threat. Now you can continue to build that legend through further gameplay and downloadable content.
To me the message is almost identical, but people only got upset with it in Mass Effect 3 to the point they changed it with The Extended Cut.You have stopped the Collectors from creating a human Reaper. You now have two choices:
1) Continue this game. Complete unfinished missions, develop relationships, play downloaded content, and explore the galaxy for anything you missed.
2) Import Shepard. Start a new game with this character at your current level with your current weapons, as well as bonus starting credits and resources.
You, sir, are a man with a good, innocent heart. Don't you ever dare change.Sanunes said:I really don't see them urging people to buy DLC with that message, it just says that they will have some in the future you can play.Commander Shepard has become a legend by ending the Reaper threat. Now you can continue to build that legend through further gameplay and downloadable content.
Context is everything. Mass Effect 2 does not feel rushed or insane at the end. You actually want more content and the story is quite open at that point - you kind of expect a continuation. It is still ludicrous marketing - but it is ludicrous marketing after a good thing (so less complaining).Sanunes said:Edit #2
I found the message from Mass Effect 2 from a YouTube video
To me the message is almost identical, but people only got upset with it in Mass Effect 3 to the point they changed it with The Extended Cut.You have stopped the Collectors from creating a human Reaper. You now have two choices:
1) Continue this game. Complete unfinished missions, develop relationships, play downloaded content, and explore the galaxy for anything you missed.
2) Import Shepard. Start a new game with this character at your current level with your current weapons, as well as bonus starting credits and resources.
I guess there is some amount of frustration that can build up when the end of something is not what you are expecting. I would put SPec OPS- the Line in that category. (Great game, by the way).Mike Richards said:My question whenever this issue comes up is what happens when people expect something different from what you were trying to make.
You make a fantasy RPG who's story is effectively entirely about how the player character is lost in the middle of events that are beyond their control, and shows how whatever choices they can make may effect things personal to them but will still be incapable of changing the larger course of where the story is headed. They can fight their hardest and maybe make some kind of small difference, but in the end they won't be able to single-handedly stop a war or prevent the king of the demons from rising or whatever the plot is about.
And everyone hates it because fantasy RPGs that give you choices are 'supposed' to be about empowering you and giving you choices with complex, far reaching consequences because you are the hero that will save the land etc. That's what all the popular games that everyone likes did.
So did the writers fuck up or is it possible that you actually just aren't on the same page as them? Is it bad or is it just not what you wanted?
The problem with making a game like you've described, where all your choices are meaningless and nothing you try to do matters in the long run, is that for most people this is just normal boring life. Like, I get what it's like to be completely impotent and have no influence over the greater events that happen in civilization; I don't need a game showing me what it feels like to live my life, I'm obviously well acquainted with the experience.Mike Richards said:My question whenever this issue comes up is what happens when people expect something different from what you were trying to make.
You make a fantasy RPG who's story is effectively entirely about how the player character is lost in the middle of events that are beyond their control, and shows how whatever choices they can make may effect things personal to them but will still be incapable of changing the larger course of where the story is headed. They can fight their hardest and maybe make some kind of small difference, but in the end they won't be able to single-handedly stop a war or prevent the king of the demons from rising or whatever the plot is about.
And everyone hates it because fantasy RPGs that give you choices are 'supposed' to be about empowering you and giving you choices with complex, far reaching consequences because you are the hero that will save the land etc. That's what all the popular games that everyone likes did.
So did the writers fuck up or is it possible that you actually just aren't on the same page as them? Is it bad or is it just not what you wanted?
I don't really buy the idea that all games have to be the same kind of escapist fantasy reinforcement. There's a place for it sure, but there's a lot of different kinds of narrative out there that can make a lot of different kinds of points. We don't need the same one every time. Not to mention there's a lot of variables of execution that need to be considered in an example like that. Spec Ops The Line had several moments of choice scattered through it's campaign and none of them effect where the story moves to next, you're still presented with the same set of endings no matter what you did the rest of the time. But it works because of the way its a part of the themes and the idea on a whole.Drathnoxis said:The problem with making a game like you've described, where all your choices are meaningless and nothing you try to do matters in the long run, is that for most people this is just normal boring life. Like, I get what it's like to be completely impotent and have no influence over the greater events that happen in civilization; I don't need a game showing me what it feels like to live my life, I'm obviously well acquainted with the experience.Mike Richards said:My question whenever this issue comes up is what happens when people expect something different from what you were trying to make.
You make a fantasy RPG who's story is effectively entirely about how the player character is lost in the middle of events that are beyond their control, and shows how whatever choices they can make may effect things personal to them but will still be incapable of changing the larger course of where the story is headed. They can fight their hardest and maybe make some kind of small difference, but in the end they won't be able to single-handedly stop a war or prevent the king of the demons from rising or whatever the plot is about.
And everyone hates it because fantasy RPGs that give you choices are 'supposed' to be about empowering you and giving you choices with complex, far reaching consequences because you are the hero that will save the land etc. That's what all the popular games that everyone likes did.
So did the writers fuck up or is it possible that you actually just aren't on the same page as them? Is it bad or is it just not what you wanted?
Not to mention the time commitment most games require. There aren't a lot of people that want to spend 20-60 hours working at a game only to find out at the end that nothing you've done matters anyway. Being completely powerless to change anything also isn't a very good feeling any way you look at it, and I don't know why anybody would want to do something that makes them feel bad. Pretty much, what is the point of simulating the experience of pointless existence with the pointless exercise of playing a video game.
Actually, when you think about it this is basically the game just saying "Yes, you did just waste all that time that you spent playing video games rather than doing slightly more productive." It's not really in the mediums best interest to make people believe this.
OT: This really isn't only a problem with interactive mediums like video games. I think it's really about time commitment. A perfect example is the TV show Merlin: after 5 seasons the ending managed to invalidate pretty much every single thing that happened throughout the show. For all that it was worth Merlin may as well have let Arthur die in the very first episode. Total run time of the show comes to about 43 hours and I was every bit annoyed with that as I was with Dragon Age 2.
Also, I sympathize with Shamus, I'm still annoyed about Fable 2 as well.