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*Grabs gun, shoots alien*
Hero: Let's go.
*Fly back to Earth*
THE END
View 1
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What the hell?! Is that the last impression of your game you want to give the audience? And why am I asking so many questions?
*Sigh* I suppose they'll remain eternal mysteries.
View 2
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Funny, I've always felt that it was the quality of the bits before the end that were important - you know, what's it called...the game?
I never had a problem with say, the end of Half-life, after using satellites to kill the big robot thing, playing hide and seek with the ninjas hunting the 'Nad and aborting that hormonally challenged giant baby, no FMV sequence in the world ever was going to sum up that experience. Sure, if the game is genuinely plot-based like say, Baldurs Gate or Deus Ex, then a satisfying conclusion is important, but for your shooter, RTS or whatever, it's the shooting and strategising that's important, and the end is merely when there's nothing left to gun-down or outflank.
View 3
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The ending should be a 10 minute long FMV sequence. Always, at least. Endings should show what happens AFTER you beat the boss, conquer the world, or whatever. Oh, and for CGI endings: fancy lighting effects aren't impressive, that's easy. People in CGI are hard to do well. If an ending is going to be properly impressive CGI, it will need people.
The Good Ending
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Kick me as you will, but I really enjoyed the end of FF8. FF7's end was okay, if a bit hazy, but FF8's - wow. The 20 minute FMV actually felt like a reward rather than a skip-o-gram, and if you watch to the very end, past the credits, there's a rather happy ending. Awww. Since it does show you what becomes of all the characters, ties up most of the loose ends, and basically, ends happily ever after (important in a FF game, since you wont be going back to those characters again), it is what great endings are made of.
FFIX also has a great ending. Less FMV (saving on disc space) but more about the characters, and what becomes of all of them. Plus it has a nice in-joke, a Matrix reference (to go with the Star Wars quote before the final battle, natch), and you can change it (in a fairly inconsequential way) if you play through the subquests enough.
In conclusion...
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The problem with game endings is that when you've been playing a really good game, you've invested a lot of time, energy and emotion in it. It's very difficult to give the game an ending which rewards the player for the amount they've invested in the game, ties up the plot satisfyingly and ideally adjusts to your actions in the game.
The important bit's the game.
But the point in playing a game, apart from the obvious reasons, is to complete the mission, finish the story, find some meaning in something. And when a great and deep game like Deus Ex ends by not answering all your questions, with no massive FMV, no result from your choice of ending, it's a bit weak to say the least. It kinda lets the whole game down. We want a reward! A bit like Tekken, where each character has a different ending sequence, spurring you to play the others, and you unlock different modes. The perfect way to end a game is with a massvive FMV, maybe a choice of ending or two, but most importantly, there must be play beyond play. A secret mode, a way to continue playing in your moment of triumph, instead of the only way to play being to go back to that last save before the final boss.
However, FMV isn't the be-all and end-all of endings by any means. It can be good if it's high quality and well presented (i.e. no cheesy actors), but many FMVs ruin a game. Why were there no FMVs in Half-Life or Deus Ex? Because the in-game cutscenes worked far better, saved on disc space and expensive rendering equipment. They maintained the atmosphere.
Final Thought
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Endings should be a reward. The game's ending should be the biggest, maddest, coolest thing you've seen thus far in the game. Yes, the final boss should be big mad and cool, but the reward for killing him off should be more so.
I'd imagine having a heart attack and dying before you finish the game would be a truly disappointing ending.
Thanks for reading,
Shaun
> I think the Conker's Bad Fur Day ending was a truely disappointing ending.
I thought the ending to Conker was really good.
> I think the Conker's Bad Fur Day ending was a truely disappointing ending.
It
> was terrible, compared to the rest of the game.
Damn right. It ruined it. But the rest ruled, so it didn't ruin it. To contradict, or not to contradict?
It was terrible, compared to the rest of the game.
My truely disappointing ending of it's own would have to be, the one you said Shaun. Dying of a heart attack before finishing the game. :D
"As gamers, most of us suffer from DES (Disappointing Ending Syndrome) whenever we finish a cracking game, only to discover that is has the worst ending imaginable. Why do we have to suffer this? Do the designers finish designing the last boss and decide that it's time for a nice long holiday somewhere hot, leaving the cleaning lady to finish the making of the game?"
Cleaning lady?
Cleaning lady.
Cleaning lady!
CLEANING LADY!!
CLEANING LADY!!!
*strangles Shaneo*
The rest was really good. And I liked it so much that I even bought myself a copy because i was struggling so much with the, ahem, "free" copy my French exchange partner had brought with him. It wasn't difficult, I just couldn't understand what the hell was going on most of the time, which doesn't help one bit when you're supposed to be going on quests and don't know what the quest actually means. It's not that I'm bad at french, just that my vocabulary doesn't stretch to obscure Vampire language.
Anyway, having forked out for an English copy, played through the game all over again up to the 2nd disc, where I had got to before, and then played on till the end, I was more than a little annoyed that the ending was unmitigated crap.
And these endings that tie everyhting up aren't that great. They CAN become far too predictable. Everyone lives happily ever after can and will get irritating. FFVII had a good ending (as far as I remember...) because it tied up the immediate plot. The asteroid was about to hit, and it had a nice referance with you seeing that little girl (Marlie I think...?) in the house scared, and the good forces and evil forces clashing to see if the meteor would hit, then the planets Mako energy just overwhelmed it all. It had a good twist. You thought the planet was a goner, or the planet saving Materia (Aeris had...) would save the day. But the planet saved itself... And I don't think it tied up what happened to any characters (except Red) and the Japanese version showed Aeris opening her eyes under the water... alive again, which is kind of the happy ending thing, but not, because we still don't know what happened to the rest of the gang. And at the very end you see Red and his kids running around over the remains of the city. The planet kind of reclaimed it back to nature. And I think that was a great ending. It tied up some loose ends, created some MORE loose ends, and left stuff to the imagination. Which makes it all the more interesting for the viewer.
And after that long analysis of FFVII's ending... well, endings could probably be better in general. But there are some games where the end will always be disappointing. Not because the ending is bad, just because the game can be so good, you just don't want it to be at an end. And that's why secret areas in games can be so good.
If I made a game, I would make the ending have some cryptic clue in it... so that once you'd won it once, if you restarted the game, then there'd be a item you could pick up somewhere in the game that wasn't there before. And this would allow you to access a secret area that would still be very hard to find and get to even with the item. So you would be rewarded at the end sequence with an intriguing puzzle that you could actually go back and solve. And I'd try to make the secret area decent, really hard, but still fun, and very rewarding...
The end sequence of a game doesn't have to be the end of the game...
KR