If a heavily story driven game has a downer ending (or multiple endings, all downers), would players

Posted by Vance_Kimiyoshi on July 21, 2010, 12:30 a.m.

…not like it?

I was discussing ideas for my game with some of my friends, and when I mentioned some ending ideas, the first thing my friend pointed out was that none of the endings feel like "good" endings – they're all grey at best, and possibly outright downer endings. While that was my full intention, he got me worried that some people might not like it. o.o

My game's story is a deconstruction of a popular RPG storyline. Happy endings obviously don't work well in that context. But I don't know how well the average person can appreciate a well-written deconstruction – some are met with praise (Watchmen), many are disliked (but possibly due to quality) and with some, people don't realize their nature (Final Fantasy VII, for example. Most fans like it because it's "teh coolz," not because it's a brilliant deconstruction of the first 6 FF games).

In context, I would basically need for it to end on a bad note to get my message across. I'm utilizing multiple endings to show the possible resolutions to the situation presented throughout the story, and why none of them are particularly good. Hopefully the people who can't appreciate that aspect of my game/story will at least enjoy the ride enough to like the game.

The player characters and their actions directly cause the outcome in each ending. Nonetheless, the outcome in any of the endings isn't particularly good, and not quite what they set out to do. It's basically an examination of not only the particular plotline (which has been used in a number of recent RPGs), but as an extension uses that plotline to form a critique of… basically, humanity as a whole. There's a lot of moral grey areas present in the story, and it's almost made to make the player question who exactly was the worse of the two sides.

Thanks in advance for any input.

Comments

Castypher 13 years, 10 months ago

Bad endings? That's a no brainer. So I took this conversation in MY direction.

Well not really, I just skimmed and commented on whatever I wanted to. So sad endings you get.

Vance_Kimiyoshi 13 years, 10 months ago

I'm not talking about a story where the characters die but the conflict is fixed. I'm talking about things like:

1) Characters fix the problem, but are made to realize that they made the wrong choice.

2) Characters fix immediate conflict, but the the result is worse than the problem they fix.

3) Characters are unable to properly fix the problem at hand, for whatever reason.

4) One or more characters end up switching sides at some point in the story, and end up successfully helping the "bad guys" to win.

etc.

Things like that.

Misconstruct 13 years, 10 months ago

Sounds good to me. I'd rather play something like that than a generic RPG with a generic happy ending.

Castypher 13 years, 10 months ago

Methinks I should pay a bit more attention instead of just skimming. Honestly the examples you made are all fine to me. It makes the plot deeper and more interesting, and I personally don't like to see happy endings all the time. They're horribly overdone.

Quote:
4) One or more characters end up switching sides at some point in the story, and end up successfully helping the "bad guys" to win.
This one is one I've used in particular. But the transition needs to be over a reason more than "There's more power on this side, dude." Take a character who's had a rough life, and is trying to fit in somewhere. Let's say he's going after the girl of his dreams. Then…

Bam, some big event happens that sets off all kinds of emotion, and since he's unstable, he realizes that he's fighting for the wrong cause.

Keep in mind that in this example, not all "bad guys" are evil. Most of them have motives that are looked down upon.

Anyway, the example I've given is just a different way to do things. What you watch out for is how attached readers/players get to said character. You want it to be a surprise, you want it to be relevant to the plot, and you want it to really mean something.

What I gave was a mid-story thing. As for an end-of-story thing, people do that all the time to the point where it gets overdone too. Surprises are great, and people need to experience emotions other than a little smile because they beat the game.

I'll play a game with a "bad" ending over those overdone good endings anyday.

Juju 13 years, 10 months ago

To sort out the definitions here - A bad ending is an ending that is ending that is classified by some or all of the following: causes unhappiness for the protagonist or happiness for the antagonist; implies the reader should experience negative emotions; involves the death or destruction of a number of positive influences within the story. A good ending is the polar opposite.

Castypher 13 years, 10 months ago

Quite the dictionary, aren't you, Juju?

Glen 13 years, 9 months ago

All of your endings seem like a great way to end the game IF you follow up with a sequal.

Vance_Kimiyoshi 13 years, 9 months ago

So what does that make them if there is no sequel?

Infinity_Plus 13 years, 9 months ago

Most of the stories I write fall into a gray area, at best, when the story comes to a close. Although generally well-received, I can't say that everybody enjoys it. It all depends on how the rest of the story plays out, and if the ending feels natural, you'll have your answer. Most would argue that we all WANT sufficiently happy endings to our stories, but we all know that reality isn't a merciful mistress.

DSG 13 years, 9 months ago

Psh, na. Make it a sad or crazy ending, something dramatic. look to movies.