When Endings Go Bad

Firia

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Alot of the first Silent Hill games had downer endings by default!. You had to prove your worth by doing some arbitrary things in the course of the game to get anything resembling good. Even when you had good, it was still silent hill, and it was still out to get you. :)

While rare, they happen when appropriate. :)
 

Dale Cooper

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Apr 12, 2009
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For me it all depends on how well the ending is written.

Dead Space, bad bad writing for a downer ending, also same with Alone in the Dark.

Silent Hill 2 great ending(s)
 

jabu354

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The new Prince of Persia had a great story that ended with a not happy ending (not even taking the epilogue into account). I'd say more but i don't know how to do that spoiler box thing.
 
Feb 13, 2008
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Reptile : Mortal Kombat: You win and demand freedom for your people! You get killed.
Gen-An: Samurai Showdown (can't remember if it's 1 or 2): You beat Amakusa and ...your wife kills you for leaving the kids behind.
 

Erja_Perttu

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Pipotchi said:
PedroSteckecilo said:
Silent Hill 2 has several classic soul crushing endings, in fact I don't think there's a single ending that isn't a bit of a downer... okay... except for the "Dog" ending I guess.

Similarly Shadow Hearts 1/2 and 3 all have Downer Endings that are quite satisfying.
I was going to say this Shadow hearts 2 in particular was a very moving ending. Bittersweet at best I suppose
I liked the endings of Shadow hearts 2, downer though they both were. The canonical end of Shadow hearts 1 was just tragic though.
 

timmytom1

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Feb 26, 2009
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laryri said:
Mother 3 had a downer ending, but only if you didn't know about the hidden dialogue at the end.
What? when
whatshisname removes your memories so you can die happy?
yeah that was pretty bad


OT:I feel that there does need to be more bad endings ,as they can help force a player to be more through in a game (provided there is a choice)thus providing some replayability (is that even a word?)
 

teutonicman

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The reason for a lack of sad ending is the same for why the antagonist can never win, people like a happy ending. Even if it's at the cost of creating a better story.
 

Caliostro

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Jan 23, 2008
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scnj said:
Call of Duty 4 springs to mind immediately.
Same... Till you realize that, while "brutal", it was a positive outcome. A sacrifice, but you got him, and you lived.

And that's the thing, it's ultimately difficult enough as is to write a story of any kind that ends with a "sad" ending and doesn't downright depress the audiences. It takes a good writer to pull a good "downer" ending and still leave people happy for having experienced it. And this is in a movie or book...

... It's an herculean task altogether to manage to keep the player pleased when the ending seems to trash everything you've worked to build. It's one thing to hear about the tragic story of your neighbor's accident, but having one yourself is not that interesting.

Ultimately, the additional "depth" of immersion granted by the inherent interactivity of videogames over other mediums put a lot more at stake, emotionally, for the player. This creates an unwritten law, almost an unspoken contract between the developer and the player, because it's not just "Random John Doe" and "Average Jane Doe" that died before they got to elope on their eternal love... It was you, it was me, it was everybody who picked up the commands and dedicated hours of their life to see it through. It wasn't a random person that died without finding out who killed their only child... It was us!

I'm not, at all, saying a "good bad ending" is impossible, I know better than that, but the mere concept seems contrary to the nature of gaming itself. Like trying to swim in the sand or walk on the water. Games serve to fulfill our needs of doing things we can't do in real life, of experiencing things we want and don't get... Most people don't want to be depressed, the real world is depressive enough as is. They want to be heroes, they want to be champions, legends...
 

gh0ti

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Apr 10, 2008
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I think a lot of people here have missed the point somewhat - plenty of games have sad, or at the very least, bittersweet endings, but they generally all end in triumph for the characters. Call of Duty 4 sees the death of friends you have made along the way, but you survive and have saved the world. A genuinely sad ending would be for all of your friends to die and then the world getting nuked anyway.

GTA4 is pretty close to an out-and-out downer. I mean, no matter what you do, someone you care about gets killed and Nico essentially accepts that the world he belongs to is an unavoidably grim one.
 

shiajun

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I suggest people play Dreamfall: The Longest Journey. Now that is one freaking sad ending. It's also stuck in cliffhanger territory because maybe in some years will get the ending to the trilogy. Yet, the main arc of the game is resolved. The strange thing is you know where it's going to end from the get-go and still if feels awfully sad once you get to it.
 

bushwhacker2k

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canadamus_prime said:
Small, independent devs can afford to make art but the big players - that is, the guys who fill the shelves at GameStop - have to make money.
That's interesting, I would've thought it'd be the other way around. Where the small indie guys have to follow the status quo as nobody would buy their stuff otherwise, but the big guys could make what ever they wanted and people would buy it just 'cause they've put their name on it. Kinda like if you slapped a Calvin Klein logo on a bag of shit people would still probably buy it.
Sad, but true.

I think hilarious "You got pwned!" endings are great, as long as we get to reload and fix what we did wrong.

Whenever you get caught by the police or commit suicide in Indigo Prophecy it counts as a semi game-over, like "that's how it could have happened", which is pretty amusing because everyone was expecting great things of you right? Well, too bad for them, cuz you took the pills AND the whiskey! >:D

I remember Enchanted Arms had a good ending, it was cheesey but fulfilling.

shiajun said:
I suggest people play Dreamfall: The Longest Journey. Now that is one freaking sad ending. It's also stuck in cliffhanger territory because maybe in some years will get the ending to the trilogy. Yet, the main arc of the game is resolved. The strange thing is you know where it's going to end from the get-go and still if feels awfully sad once you get to it.
OH MY GOD! I REMEMBER BEATING THAT! Argh that SUCKED SOO BADLY!!!!
 

theultimateend

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AkJay said:
Well, it would kind of piss gamers off after all the hard work, i mean, what if Dead Space ended in Isaac being killed by the giant monster?

Yea, i know that it's supposed to seem like a downer what with his girlfriend attacking him as a necromorph and all that, but the developer said he didn't die, so i count it as a happy ending
Now if only the other 99.9% of the story wasn't complete shit.

That's the problem with 'sad endings' if the entire story was shit the only thing saving it is ending on a high note.

Most games unfortunately are piloted by what has to be the worst creative writing staffs on the planet. I've read some fantastic stories with sad endings and still been ok with them, likewise when I read shitty stories the ONLY thing that saves them is a good ending, if you write a bad story with a sad ending you just compound your crap and aggravate your customer.
 

Andy Chalk

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Nov 12, 2002
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The problem with multiple endings, as someone else noted, is that they're a cop-out. There's a bad ending, sure, but there's also a good ending. You have a choice. Victory is an option.

And lots of endings can be downers but still give the player a sense of triumph, of having nobly sacrificed this to accomplish that. The end of Diablo, for instance (hi, Root) was hardly upbeat but, without considering the sequel, the player ends up sacrificing his own happiness and life to contain the great evil and save the village and, presumably, the world. Not great for the player but all in all, a job well done!

But what if somebody made an FPS based on, say, the James Coburn classic Cross of Iron? You play the commander of a squad of German soldiers on the Eastern front, trapped behind enemy lines. You can't count on a rescue because a scheming officer is responsible for putting you there in the first place and regardless, the war is going badly and your comrades are falling back. So it's a desperate fight for survival as you fight your way back to your lines. You struggle to bring your loyal men home but one by one, they're cut down by the enemy, and when you finally catch up with the retreating German forces, the few men still with you are accidentally killed by friendly fire. The End!

(The epilogue will detail how your homeland was razed to the ground by Russian and Allied forces but that you, as the game character, probably won't know that because you were almost certainly killed at some point relative soon after the game ended. There will be no sequel.)

How would that fly?
 

Hexenwolf

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Sep 25, 2008
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Malygris said:
The problem with multiple endings, as someone else noted, is that they're a cop-out. There's a bad ending, sure, but there's also a good ending. You have a choice. Victory is an option.

And lots of endings can be downers but still give the player a sense of triumph, of having nobly sacrificed this to accomplish that. The end of Diablo, for instance (hi, Root) was hardly upbeat but, without considering the sequel, the player ends up sacrificing his own happiness and life to contain the great evil and save the village and, presumably, the world. Not great for the player but all in all, a job well done!

But what if somebody made an FPS based on, say, the James Coburn classic Cross of Iron? You play the commander of a squad of German soldiers on the Eastern front, trapped behind enemy lines. You can't count on a rescue because a scheming officer is responsible for putting you there in the first place and regardless, the war is going badly and your comrades are falling back. So it's a desperate fight for survival as you fight your way back to your lines. You struggle to bring your loyal men home but one by one, they're cut down by the enemy, and when you finally catch up with the retreating German forces, the few men still with you are accidentally killed by friendly fire. The End!

(The epilogue will detail how your homeland was razed to the ground by Russian and Allied forces but that you, as the game character, probably won't know that because you were almost certainly killed at some point relative soon after the game ended. There will be no sequel.)

How would that fly?
Actually, I think if it was well done I would love to play that. It sounds like a brutal ending, emotionally, but an excellent story. The key would be doing it right, if the game doesn't have enough quality and doesn't make the story bits feel real, then it would just blow. Also, I would say not putting in that epilogue would be important, because you basically put that in to be a slap in the face, right? But the way the actual story plays out, it sounds like it could be an amazing story-driven game...

I'm gonna go get that book from the library now, thanks for ruining the ending, JERK!