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.