The scary thing is, this isn't just happening with games. Didn't the Lord of the Rings movie trilogy do this as well?
Makes sense I guess. It really shows the difference between someone who desires to make a good game and someone who simply desires to make money. You know a game was made with love when a lot of effort went into things the players may never even notice, like easter eggs.distantworlds said:It's NOT mid-way budget cuts. In the last five years, games makers have been deliberately cutting back on the "big ending". Why? Both consoles and PCs now collect player telemetry. Mass Effect 2 was the first big one I saw on this, but everyone's doing it.
What did they find? Only 50% of the players finished the game. Why bother spending your budget on a big finish that only half your players will see?
http://www.ign.com/articles/2010/09/06/crazy-mass-effect-2-stats-and-what-theyre-used-for
Think back. 2010 was the turning point where the ending parts started getting less and less emphasis to the point where DA:I, for instance, didn't even bother with an ending dungeon, you just go and fight the boss and that's it. It's why Mass Effect 3's designers didn't give a shit about the ending. And it's not just Bioware, every other publisher is looking at the same stats. Heck, even DX:HR had a shitty ending sequence in what was otherwise a great game.
I think you nailed it. Cliffhangers can absolutely work, but I find that they're best used at the end of a chapter, the end of an episode, or, in the case of games, potentially at the end of a level. It makes the audience yearn for more, and gives them something to look forward to if there's a gap between story segments. I know Madoka did this incredibly well, with almost every episode ending on a major plot point. And yet, when it came time for the series to end, it ended on a bang, with grace and dignity, and formed a self contained narrative.Zontar said:Some cliffhangers are well done (a perfect example is Best of Both Worlds from Star Trek Next Generation) but more often then not it's just annoying. Especially when continuation is not assured.
I'm not so sure it's a matter of want. In the end, the bean counters are the ones that direct where the resources go. I'm quite certain the designers had every wish to make a big ending.sageoftruth said:Makes sense I guess. It really shows the difference between someone who desires to make a good game and someone who simply desires to make money. You know a game was made with love when a lot of effort went into things the players may never even notice, like easter eggs.distantworlds said:It's NOT mid-way budget cuts. In the last five years, games makers have been deliberately cutting back on the "big ending". Why? Both consoles and PCs now collect player telemetry. Mass Effect 2 was the first big one I saw on this, but everyone's doing it.
What did they find? Only 50% of the players finished the game. Why bother spending your budget on a big finish that only half your players will see?
http://www.ign.com/articles/2010/09/06/crazy-mass-effect-2-stats-and-what-theyre-used-for
Think back. 2010 was the turning point where the ending parts started getting less and less emphasis to the point where DA:I, for instance, didn't even bother with an ending dungeon, you just go and fight the boss and that's it. It's why Mass Effect 3's designers didn't give a shit about the ending. And it's not just Bioware, every other publisher is looking at the same stats. Heck, even DX:HR had a shitty ending sequence in what was otherwise a great game.
The Lord of the Rings gets a pass because it was already a trilogy of books. It was the Hobbit that was split into 3 movies.sageoftruth said:The scary thing is, this isn't just happening with games. Didn't the Lord of the Rings movie trilogy do this as well?
That last bit with Arnim Zola was a call-back (or call-forward?) to "Winter Soldier", where his mind is in a computer with his face on the screen. Agent Carter resolved its immediate story with Leviathan, but left a lot of loose threads for either a second season, S.H.I.E.L.D., or one of the movies to pick up on, like the remaining Black Widows, Howard Stark's experimenting on the Tesseract leading to the first Arc Reactor, and the reformation of the SSR into S.H.I.E.L.D. As for Heroes, that's supposed to get a relaunch soon, but I don't know who's coming back for that.CrazyBlaze said:Eh that cliffhanger could go either way. It isn't really one where the show will live or die on it. If you cut that last scene out then it doesn't affect the story that Agent Carter told and it gives it a good reason for a season 2. A better example would be the season finale of Hereos. Something like that demands another season.Zontar said:Agent Carter also had this problem, since the series ended with a major end left loose, and it seems unlikely to have a second season made given how things turned out.
I guess I should have clarified, I wasn't talking about the callback to Winter Soldier, I was talking about the fact that the second largest antagonist in the series escaped and is still at large with a set of skills that makes them pretty dame dangerous.CrazyBlaze said:Eh that cliffhanger could go either way. It isn't really one where the show will live or die on it. If you cut that last scene out then it doesn't affect the story that Agent Carter told and it gives it a good reason for a season 2. A better example would be the season finale of Hereos. Something like that demands another season.Zontar said:Agent Carter also had this problem, since the series ended with a major end left loose, and it seems unlikely to have a second season made given how things turned out.
More like the other way around. It started with radio, evolved into TV, seeped into movies, and has now infested gaming with the rise of DLC/sequel pushing business models. It's the literary equivalent of an itch you can't quite scratch and preys on base human instincts in similar fashion of cleavage and baby animals on the internet.sageoftruth said:The scary thing is, this isn't just happening with games. Didn't the Lord of the Rings movie trilogy do this as well?
You make a good point, though I think one of the problems people had with Fallout 3's original ending was the fact that, for some forms of playthrough, it made no sense to have the character die since two of the companions you can get during the game (one of which you're practically guaranteed to get if you're doing a positive karma play through) could do it just as easily without anyone getting hurt, let alone killed.Fox12 said:Snip
That is acceptable and in line with the "Star Wars" model because as you noted, they were the "second largest" antagonist (ie.Vader) in the plot. The main antagonist was defeated and his plot was foiled.Zontar said:I guess I should have clarified, I wasn't talking about the callback to Winter Soldier, I was talking about the fact that the second largest antagonist in the series escaped and is still at large with a set of skills that makes them pretty dame dangerous.CrazyBlaze said:Eh that cliffhanger could go either way. It isn't really one where the show will live or die on it. If you cut that last scene out then it doesn't affect the story that Agent Carter told and it gives it a good reason for a season 2. A better example would be the season finale of Hereos. Something like that demands another season.Zontar said:Agent Carter also had this problem, since the series ended with a major end left loose, and it seems unlikely to have a second season made given how things turned out.
Surely the response should be to reduce the overall length, so people would be more likely to get to the end, not to simply replace the final boss with a quicktime event, replace the end cinematic with a text screen saying "a winner is you, now go f--- yourself" and to leave the plot entirely unresolved. Short stories don't start like novels then stop before the plot even develops, they do an entire story, just with less detail.distantworlds said:It's NOT mid-way budget cuts. In the last five years, games makers have been deliberately cutting back on the "big ending". Why? Both consoles and PCs now collect player telemetry. Mass Effect 2 was the first big one I saw on this, but everyone's doing it.
What did they find? Only 50% of the players finished the game. Why bother spending your budget on a big finish that only half your players will see?
http://www.ign.com/articles/2010/09/06/crazy-mass-effect-2-stats-and-what-theyre-used-for
Think back. 2010 was the turning point where the ending parts started getting less and less emphasis to the point where DA:I, for instance, didn't even bother with an ending dungeon, you just go and fight the boss and that's it. It's why Mass Effect 3's designers didn't give a shit about the ending. And it's not just Bioware, every other publisher is looking at the same stats. Heck, even DX:HR had a shitty ending sequence in what was otherwise a great game.
The Hobbit movies did, but The Lord of the Rings was always meant to be a trilogy, since there are three books already. Actually, it was originally one long book, but it was later broken into three because the book was too long. Also, the trilogy was filmed all at once, so it was already completed by the time the first movie was released...and I am completely going off track. I apologize.sageoftruth said:The scary thing is, this isn't just happening with games. Didn't the Lord of the Rings movie trilogy do this as well?
Oh, christ, you had to remind me about Supreme Commander. ;_;Zontar said:And in video games, even good ones, we see this problem. Just look at Supreme Commander. The second one (Forged Alliance, not the abomination that is 2) ended with one of the antagonists which had been defeated in the game coming back to life (it makes sense in context and isn't really an ass-pull given what the character is). The way the game ended implied he would be the antagonist in the third game that was never made, as Supreme Commander 2 ended up being a completely different story that gives only token lip service to the previous games and has the new villains just be random assholes instead of people with motives, and the twist ending shows us that one of the protagonists from a previous game was behind it all for no reason, while also setting him up as the antagonist proper for another sequel (which never happened due to Supreme Commander 2 being so bad it killed the franchise). The ending in the first Supreme Commander worked because 1) it was a teaser trailer for a standalone expansion that was already in development, and 2) in the original the story is self contained.
Never played any installment of Halo so I don't know for sure... but I'd argue it would be tough to top Shenmue I. Not only did you not even finish the story (I mean, at all), you had to buy a different console for the second game - which I just wasn't going to do.Worgen said:Still doesn't sound as egregious as the game with the worst anticlimax, Halo 2. That game literally ends after a cinematic lead up to the last level, but then instead of of the last level we get credits. It's probably impossible to top that for gaming blue balls.
I forgot about that. It could have been so easily fixed, too.Zontar said:You make a good point, though I think one of the problems people had with Fallout 3's original ending was the fact that, for some forms of playthrough, it made no sense to have the character die since two of the companions you can get during the game (one of which you're practically guaranteed to get if you're doing a positive karma play through) could do it just as easily without anyone getting hurt, let alone killed.Fox12 said:Snip
This is the ending of halo 2, watch and be annoyed.vagabondwillsmile said:Never played any installment of Halo so I don't know for sure... but I'd argue it would be tough to top Shenmue I. Not only did you not even finish the story (I mean, at all), you had to buy a different console for the second game - which I just wasn't going to do.Worgen said:Still doesn't sound as egregious as the game with the worst anticlimax, Halo 2. That game literally ends after a cinematic lead up to the last level, but then instead of of the last level we get credits. It's probably impossible to top that for gaming blue balls.
The crap this game (1886) pulls at the end (no spoilers) is the epitome of what not to do. Don't open your story with an alarm, don't pull the it-was-all-a-dream move as examples - unless the purpose is to turn the cliché on its head and do something clever/unexpected. Nothing clever happens here though...
Oh man. Yah that's pretty bad. But having seen it, I'm still going with Shenmue for pulling a worse dick move. But one could argue either way. The two endings are actually pretty similar in the hero needing to go to a new place to handle business the instant before the credits roll. The thing with Shenmue though, noone knew if there was going to be a sequel. That's what I think puts it over the top. In that way it is similar to what Order 1886 did. Let's give these games the #'s 1,2, and 3 slots for worst dick move endings in narrative-driven gaming. Order doesn't matter. They all tie for suck.Worgen said:This is the ending of halo 2, watch and be annoyed.vagabondwillsmile said:Never played any installment of Halo so I don't know for sure... but I'd argue it would be tough to top Shenmue I. Not only did you not even finish the story (I mean, at all), you had to buy a different console for the second game - which I just wasn't going to do.Worgen said:Still doesn't sound as egregious as the game with the worst anticlimax, Halo 2. That game literally ends after a cinematic lead up to the last level, but then instead of of the last level we get credits. It's probably impossible to top that for gaming blue balls.
The crap this game (1886) pulls at the end (no spoilers) is the epitome of what not to do. Don't open your story with an alarm, don't pull the it-was-all-a-dream move as examples - unless the purpose is to turn the cliché on its head and do something clever/unexpected. Nothing clever happens here though...
Very well, I agree to your terms. All three games give gamers huge gaming blueballs.vagabondwillsmile said:Oh man. Yah that's pretty bad. But having seen it, I'm still going with Shenmue for pulling a worse dick move. But one could argue either way. The two endings are actually pretty similar in the hero needing to go to a new place to handle business the instant before the credits roll. The thing with Shenmue though, noone knew if there was going to be a sequel. That's what I think puts it over the top. In that way it is similar to what Order 1886 did. Let's give these games the #'s 1,2, and 3 slots for worst dick move endings in narrative-driven gaming. Order doesn't matter. They all tie for suck.Worgen said:This is the ending of halo 2, watch and be annoyed.vagabondwillsmile said:Never played any installment of Halo so I don't know for sure... but I'd argue it would be tough to top Shenmue I. Not only did you not even finish the story (I mean, at all), you had to buy a different console for the second game - which I just wasn't going to do.Worgen said:Still doesn't sound as egregious as the game with the worst anticlimax, Halo 2. That game literally ends after a cinematic lead up to the last level, but then instead of of the last level we get credits. It's probably impossible to top that for gaming blue balls.
The crap this game (1886) pulls at the end (no spoilers) is the epitome of what not to do. Don't open your story with an alarm, don't pull the it-was-all-a-dream move as examples - unless the purpose is to turn the cliché on its head and do something clever/unexpected. Nothing clever happens here though...
True. It really feels like AAA is slowly headed off a cliff with all these graphical expectations. I'm pretty confident they won't consider scaling them back in the future, and they may not be able to without backlash at this point, and yet as you pointed out, we're already seeing stuff get stripped away because of it.distantworlds said:I'm not so sure it's a matter of want. In the end, the bean counters are the ones that direct where the resources go. I'm quite certain the designers had every wish to make a big ending.sageoftruth said:Makes sense I guess. It really shows the difference between someone who desires to make a good game and someone who simply desires to make money. You know a game was made with love when a lot of effort went into things the players may never even notice, like easter eggs.distantworlds said:It's NOT mid-way budget cuts. In the last five years, games makers have been deliberately cutting back on the "big ending". Why? Both consoles and PCs now collect player telemetry. Mass Effect 2 was the first big one I saw on this, but everyone's doing it.
What did they find? Only 50% of the players finished the game. Why bother spending your budget on a big finish that only half your players will see?
http://www.ign.com/articles/2010/09/06/crazy-mass-effect-2-stats-and-what-theyre-used-for
Think back. 2010 was the turning point where the ending parts started getting less and less emphasis to the point where DA:I, for instance, didn't even bother with an ending dungeon, you just go and fight the boss and that's it. It's why Mass Effect 3's designers didn't give a shit about the ending. And it's not just Bioware, every other publisher is looking at the same stats. Heck, even DX:HR had a shitty ending sequence in what was otherwise a great game.
Then there is another issue: Ubiquitous DLC.
Many people will be less interested in DLC if they have to go back to an earlier save to experience it. Combine this with the 50%- finish rate, and designers are pushed even further to have the game's ending allow DLC to be played either post-completion or pre-completion. Too big of an ending, and you can't have post-game DLC, and you can't have DLC that is added to the end, since so many players aren't finishing the game. So you need to allow DLC to be either/or, and end up with a milquetoast ending.
(I suspect this is another reason why sandbox games have been so common lately. Sandbox games are incredibly DLC friendly)