"Bad" Endings.

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MartialArc

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trollpwner said:
I agree. I am so sick of this. Earth to developers: it is not good storytelling to force us to take a binary decision at the end of a game! Especially when one or more endings feel over-polarised and don't reflect the protagonist accurately!

A good way is the one at the end of Deus Ex. I'm not going to spoil it, but it asked you to pick one of three endings depending on your morals and values. It doesn't say, "Oh, BTW, are you nice or a dick?". You're asked to pick between different things that you think are important and complete different objectives and get a certain ending, depending on what you do. It works quite well, IMO.
The great thing about the Deus Ex endings are they all suck. I'm gonna spoil the shit out of it, because its an 11 year old game now, but you either merge with a computer and rule as a benevolent dictator, blow up the interwebs and usher in a new dark age giving humanity somewhat of a fresh start, or join the illuminati and preserve the status quo(albeit with some improvements). They're all flawed and in their own way depressing, just like real life. Deus Ex was kinda nice in that only the last 20 minutes or so of gameplay determine your ending, so you can see them all without redoing everything.
 

Something Amyss

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AwkwardTurtle said:
Now I'm curious as to why I'm even allowed the choice of making decisions when at the end of it all the game just goes WELL DAMN YOU CLEARLY MADE THE WRONG DECISIONS AND GET A SHIT ENDING.
No offense, but how is this different from the real world? You can make more choices in the real world, but the end result is the same. You pay for your decisions in the end. Of course, even the most virtuous of person can be randomly struck by a bus, but generally, you reap what you sow.

It would seem to me that, in a game like Catherine, you would almost by definition HAVE to have a bad ending. The only problem I can really see is that someone else is judging you....But then, that's kind of a necessity in gaming.
 

Harb

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Endings where you can't actually tell if they were good or bad are usually the best. Deus Ex (as mentioned), Syberia, the first Fallout, Mask of the Betrayer, Planescape: Torment or even Oblivion come to mind. They can be as rewarding as "properly good" onces if executed with finesse.

And yes, I believe bad endings have their place in games, if we ignore those "bam, you're dead". Decisions you made during a game should have consequences whether they were good or bad. You make bad decisions, you receive bad ending. Pretty straightforward and logical.
 

AwkwardTurtle

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Zachary Amaranth said:
No offense, but how is this different from the real world? You can make more choices in the real world, but the end result is the same. You pay for your decisions in the end. Of course, even the most virtuous of person can be randomly struck by a bus, but generally, you reap what you sow.

It would seem to me that, in a game like Catherine, you would almost by definition HAVE to have a bad ending. The only problem I can really see is that someone else is judging you....But then, that's kind of a necessity in gaming.
I'm perfectly fine with the concept of 'reaping what I sow'. In fact as the narrator did her best to put a positive spin on the 'bad' ending I actually didn't see it as a particularly bad ending. However the giant middle finger to my face was the achievement telling me that it was a 'bad' ending. What's the point in trying to view the ending positively when the game objectively defines which ending is good and bad.

In life you can view the decisions and consequences that occur afterwards in any way you want. Such as studying a fair amount of time for a test and getting a B as a result. A person can say, alright I did my best, essentially being a 'good' ending for their actions. Another person might say ahh I should have studied more to get an A, so to them the B represents a 'bad' ending. No one goes up to the person and decides that for them and no one should have the right to do that. I just thought that this concept should apply to games.
 

Sean Hollyman

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ultrachicken said:
It seems that there is almost always someone involved in the development of a game who seems to think that players will have a mental breakdown if they have to face anything but a morally binary decision. Unfortunately, this person seems to invariably be very high up the executive ladder. It's kind of a plague on gaming, really.

I remember the ending to Metro 2033 pulled this bullshit.
From the very beginning, the Rangers (I believe that's what they were called; the guys with gas masks and guns that were on your side) were portrayed in the best light imaginable, as sentinels who kept what remained of society safe from neo-nazis, "communists," and mutants, and yet following in their footsteps somehow landed me with a bad ending. I didn't even realize it was supposed to be bad, or what I had done to have been railroaded into that ending, and it didn't make any fucking sense.
Yeah, I just thought I had to nuke the Slendermen..
 

MartialArc

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trollpwner said:
MartialArc said:
The great thing about the Deus Ex endings are they all suck. I'm gonna spoil the shit out of it, because its an 11 year old game now,
but you either merge with a computer and rule as a benevolent dictator, blow up the interwebs and usher in a new dark age giving humanity somewhat of a fresh start, or join the illuminati and preserve the status quo(albeit with some improvements). They're all flawed and in their own way depressing, just like real life. Deus Ex was kinda nice in that only the last 20 minutes or so of gameplay determine your ending, so you can see them all without redoing everything.
WHAT?!?!?!? You may not like something, but that's no reason to be a prick about spoilers. There is never an excuse for spoiling something mindlessly. Anyway, the point of it is isn't that you create some rainbows. The point is you pick 3 equally difficult choices about what to do to make things better.

They're three very different societies with three different ideologies that will fix the problems of the game (corruption, man-made diseases, conspiracies) in very different ways. It's quite cool
They suck as in there's no bunnies or roses. There is no right choice. They're all downers, all compromises. I like them fine, read entire paragraphs before you go deciding you knew what someone was trying to say.

And no, I won't apologize for not spoilering a decade old game. If you were really that worried about it you could have quit reading at "spoiler the shit out of it." BTW the final boss in DX:HR is Megan, she was behind the whole thing. Pwn'd. Just kidding, I made that up, if its actually right then I'll be surprised too. Also in the sixth sense Dr. Crowe is dead, that's why the kid can see him.

Anyway if you hadn't played the game by now then its safe to say that you weren't all that interested in it to need a spoiler, and its pretty unlikely a column or video series would bother to warn for spoilers in Deus Ex either.
 

Something Amyss

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AwkwardTurtle said:
I'm perfectly fine with the concept of 'reaping what I sow'. In fact as the narrator did her best to put a positive spin on the 'bad' ending I actually didn't see it as a particularly bad ending. However the giant middle finger to my face was the achievement telling me that it was a 'bad' ending. What's the point in trying to view the ending positively when the game objectively defines which ending is good and bad.
Because people and even characters try and spin things?

[/quote]In life you can view the decisions and consequences that occur afterwards in any way you want. Such as studying a fair amount of time for a test and getting a B as a result. A person can say, alright I did my best, essentially being a 'good' ending for their actions. Another person might say ahh I should have studied more to get an A, so to them the B represents a 'bad' ending. No one goes up to the person and decides that for them and no one should have the right to do that. I just thought that this concept should apply to games.[/quote]

So you're letting an achievement pop-up get in your way. Is that really any different than when someone judges you on your actions? You consider it an okay ending. Run with that. It was labeled "bad" because of the result.
 

hoboman29

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If they're going to have multiple endings make each one of them equal with no clear good or bad ending. If the tradition of karmic gameplay is to continue they need to do this because if life isn't black and white why should our games be? There should almost be no clear good or bad choice because in the end it makes the whole choice system more worth it.
 

Therumancer

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AwkwardTurtle said:
So I finished my first play-through of Catherine. I was genuinely intrigued in the concept of the game as the idea of exploring romantic relations within a game seemed like an interesting game. I started playing with a promise to myself, I would intentionally block out from my mind the fact that this was indeed a game and just react as naturally as I could in the situations/questions presented to me. (Aside from the nightmare block puzzles as I would probably have freaked out and died if that actually happened to me x3) So naturally I ended up being just about in the middle of the blue and red bar the entire time, since I both felt that Vincent should have a commitment to Katherine, but Catherine was still very tempting.

Anyway this is the important part, you could skip the first paragraph of reading if you really hate words. As the game ended Vincent was clearly disappointed, but the narrator tried to put a positive spin on it. I could see and understand the point the narrator makes but then I heard a familiar sound. The noise of getting an achievement. I looked to see the description of achievements and it said something like "See the bad lover ending". My reaction was "Well...apparently that was the shit ending..." Now I'm curious as to why I'm even allowed the choice of making decisions when at the end of it all the game just goes WELL DAMN YOU CLEARLY MADE THE WRONG DECISIONS AND GET A SHIT ENDING.

I had this experience as well with the game Nine Doors Nine Persons Nine Hours. I just don't see the point in allowing a freedom of choice when you only punish the person for making arbitrarily "wrong" decisions.

So really what is the point of these "Bad" endings. Is it just so the back of the box can claim multiple endings? Can anyone justify the existence of "Bad" endings?

Well, my attitude is simply that a game that you are always going to win is rather pointless. The idea of a bad ending is that your desicians make a differance, and it's possible to end badly in a way other than the death of the character that you happen to control. An option other than "death, or an optimistic outcome".

A point to consider also is that "bad" endings in games oftentimes are a reward unto themselves, as they oftentimes add insights into the game and what is going on that aren't present during a victory. In many games, especially Japanese ones, to really understand what was going on in it's entirety you need to see all the endings. The achievement is there because it shows that you finished one of the endings, and you can sort of check it off for completeness.

The big issue I personally have with bad endings in games is that in today's era of the internet and easily availible strategy guides, many people never wind up with those endings simply because they are immediatly able to aim for an optimum playthrough with the best possible ending and thus tend to miss a good part of the point. Part of what makes games with mixed endings replayable is to score a less than optimum ending, look at what happens, and then figure "well, what could I have done to change this".

Oddly a frequently missed point when some people complain about "well how would anyone ever guess to do that to get the best ending" is that the best endings were intended for multiple playthroughs (adding to the replayability of the game) with hints about what obtuse things to do being present in how the bad endings turn out.

Of course then again in some games what is actually a good or bad ending is a matter of perspective. In a few cases I've found myself disagreeing with the labels in what was the best, or most appropriate, ending for a given game's storyline.

In the case of 999 (the DS game you mentioned) part of the point of the entire thing was not just go blast through the puzzles, but to figure out how to win an otherwise unwinnable situation through trial and error.
 

ms_sunlight

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CM156 said:
I can claim I enjoyed one bad ending. The ending to Mask of the Betrayer (And no, I don't mean the "bad" ending where you become the ultimate evil most RPGS would have you fight againts)

Long story short, you end a curse that has been plaguing Rashemen for a long time. A wrongly punished man?s soul is laid to rest, and everything is hunky doory.

Well, except the fact that in order to do this, you must bind your own soul to his, which traps you in the fugue plane for all eternity. You end up a servant to a god. Sure, everyone else escapes unscathed, but you give more than the ultimate sacrifice.

And you know what? I think it works well.

The final line in the epilogue is ?It is a tale that will continue to inspire, for as long as such tales are told?

I think it works.
Thing is, I don't think NWN2:MotB has a bad ending, because the writing in that game is so superb that every single ending is satisfying in its own way.

Or rather, I think there is confusion as to what "bad ending" actually means.
 

ctrl

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fallout new vegas: apart from the fact the entire ending is a cutscene going through everything you did and ending the game without even a sandbox mode, in mine it took all the towns and people i thought i'd help and telling me my faction had shat on them all
 

BuGGaTon

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Someone else said it. Dragon Age: Origins does it's endings superbly well. There are different and vastly varied ways that the games ends but none of them are the "you're shit! fuck off, here's a crappy ending!".

Chrono Trigger is probably the best example of a game that does multiple endings the best.
 

AwkwardTurtle

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Well I for one am well aware of strategy guides and stay away from the temptation without playing the game through at least once without it. Hence the reason why many of my team died in my first play-through of Mass Effect 2. (I thought that Zaeed was a capable leader~ ^^' And for some reason I thought it'd be a good idea to use Jacob as the biotic to shield us.) And I found the deaths of my teammates to actually be quite tragic, and I would never have experienced that if I just looked up how to get the No One Left Behind achievement from the start.

I can understand the point you're making with the whole idea of different perspectives on the same situation. I suppose I was just quick to be angry at the whole concept of even labeling specific endings 'bad' or 'good'.

In the case of 999 I just didn't like how I honestly could not tell for the life of me how in the world I was supposed to figure out how to get the best 'true' ending without simply trying every single combination of doors systematically. The fact that they didn't make every combination have a unique ending, but instead had several combinations all result in a death I had witnessed before is what drove me to looking up a guide.
 

Canadamus Prime

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Well presumably a properly implemented "bad" ending would involve bad stuff happening to the player character and/or the game world as a direct or indirect result of the player's choices through out the game, not just the game arbitrarily saying 'You suck, player' which is, I'm guessing from your description, exactly what Catharine did.
I think Fallout did it best where it broke down what happened to each place you visited as a resulted of the choices you made there. Arcanum did this too, only they forgot to tell you the fate of your character which kinda sucked.
 

Robert Ewing

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I just think this good/bad ending thing is just a phase. Soon technology will improve to the point where game companies can be bothered to add in many more shades of grey in between the black and white.
 

archvile93

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AwkwardTurtle said:
Spector29 said:
I think if twats run around killing important characters or being idiots, they diserve the non-standard Game Over.

I'd make endings, but not label them 'Bad' or 'Good'. Just with different aspects of pros and Cons.

Like Silent Hill 2.
I haven't played Silent Hill 2, but I certainly wouldn't mind this view of multiple endings, it just bothers me when the end is clearly considered the "bad" ending because it either blatantly labels it so, such as in Catherine, or in the case of Nine Doors Nine Persons Nine Hours, abruptly end the game with things left unexplained.
I kind of like some bad endings in games because it makes you actually consider your actions (if done well anyway). What I mean is, such as that in 999, if you make bad decisions as a detective is it really surprising that you never solve the mystery? What I hate is when you get the bad ending based on something that has no revelence to the plot, like if you the whole world explodes at the end because you chose the warrior class at the beginning of the game instead of the mage, or what Disgaea did.
 

AwkwardTurtle

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canadamus_prime said:
Well presumably a properly implemented "bad" ending would involve bad stuff happening to the player character and/or the game world as a direct or indirect result of the player's choices through out the game, not just the game arbitrarily saying 'You suck, player' which is, I'm guessing from your description, exactly what Catharine did.
I think Fallout did it best where it broke down what happened to each place you visited as a resulted of the choices you made there. Arcanum did this too, only they forgot to tell you the fate of your character which kinda sucked.
Well actually in retrospect, I suppose I started this topic in anger at the idea that I got a 'bad' ending. I can't really fault Catherine for giving me the ending I got, it seems a reasonable conclusions to my indecisive actions. In retrospect and at the calming and reasoned words from Therumancer I now see the point in the bad ending I got in Catherine, although it momentarily bothered me.

Also I agree with the fact that Fallout has a fairly well designed feeling of freedom and choice. :3
 

V8 Ninja

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I like how STALKER: Shadow of Chernobyl approached the whole multiple endings problem.

If you followed the game normally, you would only be able to get one of five endings, all of which end in nothing positive being accomplished. In order to get the good ending, you need to follow a specific quest line. Essentially the idea is that if you work hard, you'll be able to get the ending that is desirable.