I`m actually surprised that Yahtzee didn`t mention another game which he does seem to have finished that has a really interesting ending. Well OK, I`ll qualify that in a second. FARCRY 2.
I don`t want to ruin the ending, but the game is probably too long to really bother finishing it anyway. This is the conversation that I imagine the game designers having:
Lead designer:Ok, we have everything locked up, only 3 weeks to release. The thing is, we forgot to write an ending. I need ideas now people.
Pillock: I know, we kill the antagonist!
Lead designer: Well no, firstly that is the same ending of every game ever, secondly it would just consist of two heavily armed young men shooting each other and thirdly stevee in quality control says that the our playtester (singular) is actually finding the Jackal to be an ok bloke, so the player might not actually want to kill him.
Pillock: Why don`t we make the game so long and tedious that nobody will ever finish it!
Lead designer: World of Warcraft based studies have proven that this is impossible.
An intern who has been quietly plotting Pillocks death since the meeting where Pillock suggested that they have the player be attacked by a gun-jeep after every 30 seconds of travel: Hey, I had this idea that I have been working on for months in which we end it really dramatically by having the Jackal tell the player that both of them are too violent to live and are going to have the commit suicide to help refugees, and that the player can either blow up a bridge while standing on it, or blow their own head off after bribing a guard to open the gate to a neighboring country.
Lead designer: Hmm, that almost caused me to have a human emotion. I don`t like it. But nobody has any better ideas. Pillock, what do you think.
Pillock: Ok, but only if we unnecessarily and inexplicably force the player to fight enemies on the way to completing both objectives, show a short cut scene of the bridge blowing up even though the player is supposed to be dead, and no take out the actual sequence where you have to blow you`re head off, replacing it with a short line of dialogue about how the guard `Hopes you have more to you`re plan than that.`
Lead Designer: Yes, we wouldn`t want the ending seeming deeper than the rest of the game. I`m glad somebody was here to shallow it up for us. You should learn from us Intern who is now attempting to pull off his own ears.
So yeah, good ending, dreadful execution. umm...yes, relevant.