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"Beginning’s and Ending’s of games."

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Wed 27/06/01 at 15:57
Regular
Posts: 787
Developers have many tasks to complete when making a game, the biggest being game openings and endings. To me, this is the most important factor that we have in gaming. Many a people complain that we have bad openings in games, but if we really think about it is it just all in our head? I bet I have confused you with that, but let me explain.

When a game starts up, we can have many first impressions of the games. It is up to the developers if we think “cool!” or “and this cost me £40?” A game opening has to make sure that it tells us loads about the game, but at the same time not revealing the story line too much. This sounds complicated just thinking about it, so let’s feel sorry for the people that actually have to complete this task successfully.

To me, a good opening will include the following things: It must, somehow, tell you what the aim of the game is and what the quest is, to have (in a shooting game for instance) the choice of gun’s that you can equip, and last but not least introduce us to some of the games main characters.

With a lot of games, introductions to the game are not one bit important, most probably because people know what to expect with these types of games. When you play a football game or a fighting game the chances are you know what the game is going to be like before you actually play it so the introductions will not be important. See where I am going with this

Some openings give you an insight and show how the game is actually in progress - sports games' start-ups have improved immensely with exciting FIFA, NBA and Extreme Sports beginnings! With most sport games what you see in the opening of the game is often what you are going to get throughout the game, this is not the case with Role-Playing Games for example.

Also the game may be a sequel therefor it simply must remind you of what happened in it’s original game. This is really important because if you were new to the game the last thing you want is to me totally baffled from start to finish wondering what the game is all about. So, another job developers have to consider.

Sometimes however, I feel that game developers make the introductions completely rubbish - just so the game looks better! Anyone who's played Soul Calibur has to agree that the introduction is pretty unspectacular - but then the game is awesome! Even today, a two-year-old fighting game still holds its crown. So don’t judge a book by it’s cover, and don’t judge a game by it’s opening.

With technology getting better and better, we are beginning to see some changes in game openings. Today openings in games are often seen in FMV format. You are watching this mini film often with your jaw dropped to the floor but when you actually get to play the game your thoughts are often “Huh, what happened to all the good graphics?” Yes, FMV does not always represent what the actual in game graphics will be like.

I think that the one game that really had a great opening was Shenmue. We were amazed by the starting intro - the Graphics were AMAZING, the music listen-able and the acting penetration-able - OK so it lasted about 15 minutes - but the most amazing thing? The in-game graphics were the same! How I was delirious that day.

Openings are often very useful for developers because they can give you a briefing of the plot. This is also useful for the person who is playing game because he or she will come to grips with the game much more quickly. All kind of things are shown in openings’ most often we get to meet the characters and get to learn a little about them. The best example of this was in Donkey Kong 64 when you saw every character do a groovy dance and a little rap too.

We will get a strong taste for the game as well. We will quickly discover of the game is violent, friendly, sport game, football game and so on.

That’s pretty much all the producers have to do in an opening but their job isn’t quite complete. They still have to worry about the endings of a game. Although the gamer may have enjoyed playing the game and thought it was fun, if it had a really rubbish ending the game will automatically not be a “game of it’s time” quite simply because it will leave the gamer feeling that all his of her efforts to complete the game were pointless.

So the developers really have to put their thinking caps on, but first of all there is a major thing they have to consider. Do they want a sequel of a game? This question is very, very important and one they need to think carefully. If they want a sequel the developers have a very tough job on their hands. I am sure that most people will think that they should just leave the game in a big twist at the end, but is this wise? I mean, will that make you feel happy that you bought the game? Sometimes, it is best to not have a too much of a dramatic ending if you want the game to have a sequel because you may find that you need a character that has been killed at the end for instance in the sequel. However, this hasn’t been the case with Mario. Often, Mario kills Bowser right at the end of the game and yet he nearly always comes back in the game sequels. This doesn’t really bother me, but for the people of like realistic gaming, it would.

The best way to end the game is feeling as though you want to play it all over again because it was “that” good but the game that does this to me is very rare indeed. Most of the good games I play leave me thinking, “there must be sequel!” because the game was just so good. The ending must leave you wondering if they will be a sequel or not, then the gamer will be so pleased if they hear that they will be a sequel to the game.

So, a good game simply must have a great beginning and a brilliant ending and if it does this, all credit must go to developers for giving us this wonderful opportunity to play such a great game.

Thanks for reading.

-M16-
Wed 27/06/01 at 16:58
Regular
"smile, it's free"
Posts: 6,460
I don't really think openings or endings matter that much at all, to be honest.

Soul Calibur - would anyone care at all if it had a better storyline to it? No, they wouldn't. As a 1v1 fighting game, it doesn't need an intro or an ending.

Mario 64 - a quick camera tour of the castle at the start, and a cake at the end. Excellent game though. A better ending or start would've made no difference.

Any sports sim - needs no intro or ending, obviously.

In fact, the ONLY type of game that really needs any sort of intro whatsoever, is the RPG - and even then, a good one will give little in the way of an intro at the start, insteading having you learn more as the game progresses.

You want a game, not a film, right?
Wed 27/06/01 at 16:27
Regular
"Back from the dead!"
Posts: 4,615
Surely the most important part of a game is the gameplay?

The Bouncer, anyone?
Wed 27/06/01 at 16:19
Posts: 0
Darn good post M16 - Shenmue's start up is great, and so is the whole game, whereas Soul Calibur for example is home to a less than awe-inspiring start up.

Brilliant post - some developers spend a lot, some don't need to. Either way there is a great variation in intros and endings.

Dan2K1
Wed 27/06/01 at 16:08
Regular
"[SE] Acetrooper"
Posts: 2,527
I agree with M16.

The most important part of an above-average game has to be the quality of the beggining, and the end. It makes you ponder how they managed to generate the idea for a beginning that you couldn't of imagined doing yourself in a million years!

Shocky.
Wed 27/06/01 at 16:03
Regular
Posts: 6,492
Have you played Extermination on the PS2 yet?? The ending does not give you any clue as to what is about to happen to you, I mean you start off by parachuting out of a crashing plane!! Then into a virus infested science plant!! I just can't wait to see what happens in the end, but then again, I suppose anyone paying £120 quid for the whole of Shenmue must be saying the same!!
Wed 27/06/01 at 15:57
Regular
"Palace 5-0 Brighton"
Posts: 2,321
Developers have many tasks to complete when making a game, the biggest being game openings and endings. To me, this is the most important factor that we have in gaming. Many a people complain that we have bad openings in games, but if we really think about it is it just all in our head? I bet I have confused you with that, but let me explain.

When a game starts up, we can have many first impressions of the games. It is up to the developers if we think “cool!” or “and this cost me £40?” A game opening has to make sure that it tells us loads about the game, but at the same time not revealing the story line too much. This sounds complicated just thinking about it, so let’s feel sorry for the people that actually have to complete this task successfully.

To me, a good opening will include the following things: It must, somehow, tell you what the aim of the game is and what the quest is, to have (in a shooting game for instance) the choice of gun’s that you can equip, and last but not least introduce us to some of the games main characters.

With a lot of games, introductions to the game are not one bit important, most probably because people know what to expect with these types of games. When you play a football game or a fighting game the chances are you know what the game is going to be like before you actually play it so the introductions will not be important. See where I am going with this

Some openings give you an insight and show how the game is actually in progress - sports games' start-ups have improved immensely with exciting FIFA, NBA and Extreme Sports beginnings! With most sport games what you see in the opening of the game is often what you are going to get throughout the game, this is not the case with Role-Playing Games for example.

Also the game may be a sequel therefor it simply must remind you of what happened in it’s original game. This is really important because if you were new to the game the last thing you want is to me totally baffled from start to finish wondering what the game is all about. So, another job developers have to consider.

Sometimes however, I feel that game developers make the introductions completely rubbish - just so the game looks better! Anyone who's played Soul Calibur has to agree that the introduction is pretty unspectacular - but then the game is awesome! Even today, a two-year-old fighting game still holds its crown. So don’t judge a book by it’s cover, and don’t judge a game by it’s opening.

With technology getting better and better, we are beginning to see some changes in game openings. Today openings in games are often seen in FMV format. You are watching this mini film often with your jaw dropped to the floor but when you actually get to play the game your thoughts are often “Huh, what happened to all the good graphics?” Yes, FMV does not always represent what the actual in game graphics will be like.

I think that the one game that really had a great opening was Shenmue. We were amazed by the starting intro - the Graphics were AMAZING, the music listen-able and the acting penetration-able - OK so it lasted about 15 minutes - but the most amazing thing? The in-game graphics were the same! How I was delirious that day.

Openings are often very useful for developers because they can give you a briefing of the plot. This is also useful for the person who is playing game because he or she will come to grips with the game much more quickly. All kind of things are shown in openings’ most often we get to meet the characters and get to learn a little about them. The best example of this was in Donkey Kong 64 when you saw every character do a groovy dance and a little rap too.

We will get a strong taste for the game as well. We will quickly discover of the game is violent, friendly, sport game, football game and so on.

That’s pretty much all the producers have to do in an opening but their job isn’t quite complete. They still have to worry about the endings of a game. Although the gamer may have enjoyed playing the game and thought it was fun, if it had a really rubbish ending the game will automatically not be a “game of it’s time” quite simply because it will leave the gamer feeling that all his of her efforts to complete the game were pointless.

So the developers really have to put their thinking caps on, but first of all there is a major thing they have to consider. Do they want a sequel of a game? This question is very, very important and one they need to think carefully. If they want a sequel the developers have a very tough job on their hands. I am sure that most people will think that they should just leave the game in a big twist at the end, but is this wise? I mean, will that make you feel happy that you bought the game? Sometimes, it is best to not have a too much of a dramatic ending if you want the game to have a sequel because you may find that you need a character that has been killed at the end for instance in the sequel. However, this hasn’t been the case with Mario. Often, Mario kills Bowser right at the end of the game and yet he nearly always comes back in the game sequels. This doesn’t really bother me, but for the people of like realistic gaming, it would.

The best way to end the game is feeling as though you want to play it all over again because it was “that” good but the game that does this to me is very rare indeed. Most of the good games I play leave me thinking, “there must be sequel!” because the game was just so good. The ending must leave you wondering if they will be a sequel or not, then the gamer will be so pleased if they hear that they will be a sequel to the game.

So, a good game simply must have a great beginning and a brilliant ending and if it does this, all credit must go to developers for giving us this wonderful opportunity to play such a great game.

Thanks for reading.

-M16-

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