On Endings

poiuppx

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seditary said:
mParadox said:
Bioshock had a very satisfying good ending.
Not to have a go at you or anything, but someone actually liked the ending(s) to Bioshock?
I certainly did... the good ending, anyway. I felt it completed the narrative in a compelling way that make Jack's journey actually matter from pillar to post, and it's one of the only endings in any game to evoke an honest emotional response from me. The bad ending? Well... it blew monkies. There's a reason on repeat playthroughs I rescue every Little Sister.
 

Dragon_of_red

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The kingdom hearts games showed that you can leave room for a sequel, yet still have a sense of closure.

At the end of the game, I was content with my job of killing a large portion of the heartless and stopping the immediate bad guy, yet it still left opportunity for a number 2 to come out.
 

SpaceMedarotterX

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XMark said:
The thing about Kane and Lynch 2 is that in addition to being a lame and unresolved ending, it's the end of a criminally short game.

Halo Reach had a pretty good ending - you have to wait until after the credits for the real ending though.

Halo 3 as well, and ditto for the after the credits thing.

What other games have good endings... hm....

The Darkness, Red Dead Redemption and Shadow of the Colossus both had quite emotional endings that left me feeling sad for the state the main character is left in.

Metal Gear Solid 3, the whole thing with The Boss, also quite emotional.

I'll add Portal to the list, but not particularly because of its ending. Just that it kept a constant level of quality from start finish. And there's the Still Alive song.

All the Final Fantasy games that I've managed to play start to finish had amazing endings as well (except for the first one). I especially like the FF6 ending.

That's all I got at the moment.
FFVI just goes the extra distance with it's ending

I'm nominating both the MegaTen games and the Super Robot Wars games. Again for the sheer fact that they actually END and have pretty definitive conclusions. Even a game like Super Robot Wars Alpha which was the lead in for a 4-Parter (Gaiden, Alpha 2, Alpha 3) Still wrapped up each of it's stories in a way that felt complete, yet still left enough bad guy factions around to go "Okay well if they revisit this era we have something else"

The only Misstep in story telling was the addition of Gundam SEED to Alpha 3 because it never made any sense where the fuck they came from, especially when we had this big ass war between the Titans, Zeon, Federation and AEUG way back in Alpha 1!

And Megaten? Megaten often lets you see the end result of your actions first hand before ending, SMT2 ends with you (after having enslaved the population, sold them out to the demons, or killed both forces) wandering through towns and seeing how everyone is living now (the neutral ending is always the best in Megaten) Persona 4 ends with you killing the big bad, stepping onto the train to depart for parts unknown as your party tearfully bids you farewell.

A good ending leaves you with a feeling of completion, even if it's just "This chapter has been completed"
 

carpathic

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Deus Ex kinda works here. None of the endings are particularly palatable, but you have to pick one!
 

Jack Cheney

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I think the Kingdom Hearts games end pretty well in each game. Solid intro (if not a little confusing) with hints at a next game but a good ending when you're following the story well.
 

faefrost

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Does anyone remember the ending of Grandia II (preferably the decent looking and bug free Dreamcast version, and not the hideous PS2 port?). Of all the games I ever played that one still sticks with me as one of the coolest, most cathartic amounts of closure I have ever experienced in a game. After the final battle is fought, and the story arcs are all finished, you are left, still in control of one of your characters, the young boy, as the credits roll. The world is safe, peace reigns, and power and mass transit have been restorred to the lands. So you can now easily retrace your journey going back to all the towns and NPC's you have encountered, interact with them again, and see how the changes you have wrought to the world have impacted their lives. Just amazingly immersive.
 

Sir Prize

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RandV80 said:
Hallowed Lady said:
Well, the endings in the Oddworld series were pretty good, with bad endings that were a little lacking but darkly funny and realy ones with humour and a lighter note. The Breath of Fire series nomrally had good endings and there are others. I think that many modern games seem to keep thing open ended, in case of a follow-up.
Really? Breath of Fire? The only one I've actually finished start to end was the first, and that goes down in my books as one of the worst endings I've ever experienced. After a long, difficult, epic quest, you're party finally confronts the final boss and defeats him. To paraphrase:

Defeate final boss

Character 1: "...So what do we do now?"
Character 2: "I know, let's rebuild our towns!"

Roll credits

That was seriously it.

On the good side of things, of course one of Yahtzee's other favorites Shadow of the Colussus earns top marks for a very powerful ending. Not for the amount of work put in (though they do get high marks there), but just how perfectly everything wrapped up.

For the developer effort category, top spot has to go to Lunar 2. Overall it's nothing special and more on the cheesy side, there's a regular ending that ends on kind of a sad note as the hero doesn't get the girl through forces beyond their control, etc etc. They could have just left it there, or switched things around to make it a happy ending, but instead you're given a bonafide epilogue 4-5 hours long to set things right! So you get to start out from the begining again by yourself, travel through all the towns again as the world hero, recruit your old allies, searching the world over again for some obscure legend. Like I said the ending itself wasn't the best but this huge amount of extra work really made it stand out.
Play the others in the series, the endings are better in those, though I agree with you on the rest.

-Drifter- said:
Hallowed Lady said:
Well, the endings in the Oddworld series were pretty good, with bad endings that were a little lacking but darkly funny and realy ones with humour and a lighter note.
"Is the water... free?"
Okay okay, so lighter was the wrong word.
 

ChupathingyX

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Misterian said:
Well, I thought the Fallout 3 main quest ending was alright in that sense; SPOILER ALERT.

Without Broken Steel: You're faced with a choice that truly defines what you think your fate, and fate of the Wasteland should be. Sacriface yourself to activate the water purifier, or let someone else do it and die in your place. Infect the purifier so it kills everyone in the Wastes, or not.

Broken Steel: the project purity choice becomes less concerning as you witness the aftermath of your choice yourself. But in the end you still make a choice that effects the fate of the Wasteland and the Brotherhood's war with the Enclave.

The Broken Steel expansion makes the end of the Project Purity quest abit lofty, but it doesn't bother me that much somehow. Either way, I still think Fallout 3 is my idea of 'best game I ever played', and I'm not only looking forward to Fallout New Vegas meeting the standards of it's predessessor, but I'm hoping to see how the Canon Lone Wanderer approached the choices to be made in Fallout 3's storyline.
What made fallout 3's ending so bad was how pointless it was. In real life it easily possible to filter water through things like sand to get rid of radiation, so having to build a giant purifier is pointless.
Broken Steel, well firstly most of the Enclave was already destroyed in Fallout 2, so they shouldn't really be that powerful in 3 in the first place. Also no blowing up either the Citadel or Enclave Base doesn't do anything either. The Brotherhood of Steel was never a major faction to begin with, just a bunch of self absorbing assholes who care only about themself most of the time. Ironically the Brotherhood Outcasts are more like the BoS from Fallout 1 and 2.
Fallout 3 was a fun game for me, but it did have its faults. Also New Vegas is a continuation of Fallout 2, not Fallout 3, and is being made by the people who made the originals. So it has the expectations to outdo the first two, not 3. Also no characters from Fallout 3 will appear in New Vegas, that was confirmed a long time ago.
 

Grand_Marquis

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Oh god I made a text wall. FYI, the quotes were more of a jumping-off point than for a direct response.
Summary for the impatient: the games industry is too broken to nurture great artists and too lacking in incentives to keep them.

BloodSquirrel said:
oranger said:
When I said "you can't make it big..." I meant there is and will be no great game writers until something in the field changes. As it is, a potential Van Gogh level writer will simply have his "paintings" thrown out instead of being passed from gallery to gallery until they achieve acclaim,
because there is no interest in a writer becoming great. That won't line the pockets of the corporations and trends that currently control the industry.
That's objective reality.
No it isn't. Van Gogh didn't "line the pockets of the corporations" either, yet, somehow, his work got by.

Art having to work within such a system is not new. You know Shakespeare, the OMG greatest write of all time? His plays were considered popular entertainment in his day. They were written for the crowds.

Great writing in video games exists. It has managed to sell. It has even managed to sell well enough to get people to buy suplimental fiction.
I think you may have glanced against his point and then shot off in the wrong direction. It is true that constraint and money are usually beneficial to art, rather than the demons they're made out to be. Although an artist's best work is usually not made within those constraints and oversight, a large body of his or her most notable work typically is. But it's not working "within the system" (which doesn't make any sense anyway - if you're making a game in the first place then you are, by definition, inside the system) that suppresses the artist's best work, it's the way the system is built.

A good system begets good results. For games, that system is built terribly. The entire industry is a ramshackle of conflicting, inefficient, and counterproductive organizing principles stolen from a myriad of different fields because the business-side doesn't know how to define itself. But on the art side, it's even more of a mismanaged dump, collectively speaking. That's why good games (and good game endings, by proxy) are the exception rather than the rule (as opposed to the Film Industry, where good movies are at least closer to a dice roll. Game stories are more like a dice roll loaded against you)

The reason that Shakespeares and Steven Spielbergs can enjoy the fame from creating great works within their big-business entertainment of choice is because those forms of entertainment were, and are, designed in such a way that properly rewards the better artists. And even with all their faults, most of the reason they can exist in that manner is because they're organized well from a business standpoint.

On the other hand, the reason you can have penniless painters and writers who become famous after death is because those art-forms have organized their business around two important things that game creation ignores/can't afford: 1) an obsessive cult of preservation, built into the system - I'm not referring to fans who collect things, only those who make money off it. The droves of "patrons of the arts" in other words, who account for a majority of the income (or fame, depending on whether there's a heartbeat) that those types of artists receive. And 2) the celebration of the lay savant, which is a nice thing to shoot for in games but is realistically outside the abilities of an industry that uses vastly expensive hardware as their canvas and brush.

Let's try playing this out

Thus, consider a hypothetical "Van Gogh" of video game writers (and pretend he isn't catastrophically manic-depressive in this version). Let's say he writes his best story yet for a game. It's not only moving but it compliments the mechanics and evokes the themes of the art direction (or maybe he's the art director and it's vice versa. The specifics aren't important). Hell, lets even say that it's only botched slightly after the management gets their hands on it. Then the game is released and it's a smashing success, even though the mechanics are a bit buggy and the auto lip sync was implemented poorly. The studio, meanwhile, has already started working on the next game, but now half the team is laid off because their jobs won't be important till later. Most of the creativity that complimented his work has now spread itself thin into the industry. Also they started on the sequel before even contacting Mr. Gogh, so most of the next story will need to be shoehorned into whatever the designers are goofing around with at the moment. Also, they're not offering him a very big raise, even though there's another developer on the East Coast that will net him a huge pay increase for a preexisting IP (they'll filter absolutely everything he writes through focus groups, ruining it...but that's moot because he doesn't know and hasn't decided to accept the offer yet). Also, I forgot to mention, little detail - juuust before the project ended, he was laid off and the producer's second-cousin was brought in to finish up some of the dialogue trees. Since he didn't see the project all the way through, his name is saved for a less important section of the credits if it was even included at all, because the games industry doesn't have the infrastructure of unions that the film industry does, making sure everyone is getting credit. This means that even the few players who sit through the credits won't know he was responsible for the storyline.

This all may sound ridiculous to you, like I'm putting way too many caveats in Mr. Gogh's role here. But unfortunately, everything I mentioned here has been told/complained to me firsthand by various friends of mine, and friends-of-friends, who work in the games industry. This is basically an averaging out of what probably happens to the majority of creative talent within the field.

No chance of fame, monetarily he'll actually be rewarded more for disloyalty, and the next company will most likely scrap his best work because it's too risky. So, the thought experiment: how does he make "Starry Night" in this scenario, and who will be there to give a shit if he does?
 

lifestorm2

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As much as I liked Armored Core 4 and for Answer, I have to say that the endings were both really underwhelming. Not that the story was particularly great, anyways. But that's probably the only game I liked which has very little story or character development.

Or an ending.
 

Zanaxal

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I also hate poor endings. After spending weeks playing Spellforce 1 you get a totally crap ending. /spoiler The man you have been working for the ENTIRE game suddenly just goes, OH BAI TEH WAI i IZ EVUL hurrrrrrrrr. Then he proceeds to cockup the whole world with magic from the one item you spent ages to get for him.
 

Xerosch

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Electrogecko said:
When's the last time you turned on a game and said "Oh my god I can't wait to find out what happened to so and so at the thingy majig?" (I don't think I've ever had such a reason to start playing) Even in games that have amazing stories start to finish, the story is second to the gameplay.
This is the kind of comment that shows why games became shallow. A good story can save flawed gameplay as it also works the other way around. Graphics and gameplay are the first thing you notice about a game and if you're only excited because of them, developers don't need to convince you in any other way.

There's a reason why Silent Hill, Valkyrie Profile, Fatal Frame, Final Fantasy, Xenogears, Persona, Shadow Hearts, Shenmue, Heavy Rain and so on are very present in the gaming community. And that's not because of their often clunky gameplay.
 

j4remi

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I don't want to read through 4 pages of posts, so if this was already mentioned then sorry for the repetition but the end to Final Fantasy Tactics (the original on PSOne) is one of the greatest endings in any game.
 

Nurb

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Dec 9, 2008
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Great read, but considering gamers can't even make a boycott stick, how can we demand better endings in a way that will make the greedy execs actually notice?
 

Scyla

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Yes endings are important. What I really hate are when endings are too short. Especially when the games take their time to introduce the character. So I really liked the ME2 ending were you chatted a little bit about your decisions and the future events.

I liked the good ending of Bioshock because it was a good wrap up of the story and showed the consequences of your actions over a long time. I never could "harvest" a little sister after I finished it with the good ending.

I hated the Fallout 3 ending. Because all the good you did over the game was in vain if you decide not to sacrifice yourself. And it was way to short.

And I get the feeling that way to many games end with a sacrifice ending because the developers seem to be clueless what to do with the character when the game ends. So they just decide to kill him if they aren't panning a sequel already. If they are planning a sequel (although they might not release it) you will get a generic cliffhanger because the can't let the story end properly.

[edit:] a few more endings I liked: Chrono Trigger and Vampire the Masquerade: Bloodlines
 

WaderiAAA

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I guess Metroid Other M just worsened the issue.

And let's pray that Yatzee will never become a bloodthirsty dictator.

While it is sad to admit, Mario games are above average in terms of endings. At least he gets a kiss on the nose - or got to stomp a shrinked down Bowser and eat apples from a cake with Yoshi like in Super Mario Galaxy 2
 

UnusualStranger

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Jan 23, 2010
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Yahtzee said:
Turns out the asshole is you: Once you've ruled the world together for a while, you break off and form an opposing faction that plunges the globe into civil war over which one man will rule all. And I appreciated that, because it was exactly what I would have done in real life.
You magnificent bastard. Someone who is willing to admit you want to rule the world, and not share it!

....Anyway, I find good endings also terribly hard to come by. I think everyone has caught "Sequel Fever", and everyone wants to leave their endings open so they can try to cash in later. The problem that everyone seems to have with this particular setup is that even if you do plan on a sequel, you can still have a damn ending! Way too often, all the questions are left, and then in the next game are often barely noted, or completely forgotten. Makes me want to ask if anyone is thinking of the story as a whole any more?
 

BlindChance

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Sep 8, 2009
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I'm going to go a bit classic for an example of a good ending, but it's appropriate given your Zero Punctuation this week: Super Metroid. A brilliant example of storytelling done with gameplay itself, and geeze when you get that super gun is it ever satisfying.