[EDITED]how would you react to a distopian ending to a game

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Karfroogle

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I think it would definitely be a fresh change. Of course it all really depends on the gameplay and the story, etc. But a "bad" ending would, in my opinion, be (potentially) very interesting.
 

spartan231490

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thespyisdead said:
So i am trying to write a story to a game, and i came up with an ending to the game where you fight the final boss and you are kicking his ass, and just as you deal the finishing blow, he transforms into something big and crushes you and your party like a bunch of flies.

My question is how would you react to this kind of distopian ending to a game: would you demand your money back, or would you feel that this was a good ending to a game or something else.

please comment as much as possible on this, as it would be interesting to hear from every gamer. Also it would nice to hear how people take distopian endings in general.

captcha: happy rlappy

god damn that thing is sentient, or something


EDIT:after reading the comments, this is what i think will be a be better ending than the lolkill i proposed:

somewhere in the middle of the story, the protagonist and antagonist face off, the antagonist not being at his strongest, because he has not preformed the ritual needed to release the power of the artifact that he stole. the antagonist is naturally overpowered, and sees that should the protagonist not be slowed down, he will not have the time to do so, so he puts a curse on him, that in time will kill the protagonist. he also during this battle tell, that were he to be stopped a much greater evil would befall the world, but no one believes him naturally, after that, he teleports away.

despite the curse, the protagonist presses on. during the last battle he wins just by a thread, and as he does, he succumbs to the curses effects. as the rest of the party emerges from the battle, the greater evil starts invading.

*credit roll*

is this better?
Frankly, I like a power corrupts the hero ending better than a hero loses ending, but both could work if the game was set-up correctly. The biggest problem I have with what you said is the incorrect use of distopian. Firstly, it's spelled dystopian. Secondly, nothing you said indicates a dystopia, you made no mention of society, let alone a dystopian one. Perhaps you meant disappointing?
 

00slash00

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TizzytheTormentor said:
00slash00 said:
we have games like that. the last game i finished comes to mind and while im one of like 5 people here who actually liked the game and its predecessor, i shall put it in spoiler tags anyway

final fantasy 13-2 ends with the main character dying, your sister being frozen in crystal, the bad guy winning, and the world basically ending...and i fuckin loved it!
I actually agree, despite not liking endings where you lose, I thought that ending really set the stage for the next game really well, just wish we didn't have to buy the damn epilogue to the game.

I think knowing there was going to be another game helped, if that was the end of the series itself, I probably would have been much less positive about it.
i agree. if that was the end of the story i might be considerably less happy with it. i personally didnt mind the dlc. when i first heard about it i thought it was like pay $5 for a cutscene, but i enjoyed playing the game so i didnt mind buying dlc to get more gameplay and more backstory to set up for the sequel. plus...youtube exists now, so you dont have to pay for the dlc at all if you just want the extra cutscenes
 

00slash00

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TizzytheTormentor said:
00slash00 said:
TizzytheTormentor said:
00slash00 said:
we have games like that. the last game i finished comes to mind and while im one of like 5 people here who actually liked the game and its predecessor, i shall put it in spoiler tags anyway

final fantasy 13-2 ends with the main character dying, your sister being frozen in crystal, the bad guy winning, and the world basically ending...and i fuckin loved it!
I actually agree, despite not liking endings where you lose, I thought that ending really set the stage for the next game really well, just wish we didn't have to buy the damn epilogue to the game.

I think knowing there was going to be another game helped, if that was the end of the series itself, I probably would have been much less positive about it.
i agree. if that was the end of the story i might be considerably less happy with it. i personally didnt mind the dlc. when i first heard about it i thought it was like pay $5 for a cutscene, but i enjoyed playing the game so i didnt mind buying dlc to get more gameplay and more backstory to set up for the sequel. plus...youtube exists now, so you dont have to pay for the dlc at all if you just want the extra cutscenes
I thought the DLC itself would be more fun, but it was just 2 short battles for 5 euro (I paid 400MSP as I am on 360) but it was only 400MSP so it wasn't too bad, the cutscenes were excellent though. I enjoyed the gameplay too.

I hope the next game wraps things up nicely, this "doomclock" thing sounds fishy, like not finishing the game on time will give you a terri-bad ending...
haha well im not getting a good ending then. with jrpgs i tend to spend a few hours grinding before going to the final boss, just because they often tend to have cheap attacks. ill just take whatever ending i get and watch the others on youtube
 

Lovely Mixture

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latiasracer said:
I kinda agree, but it was a good insentive to replay the game and find the secret bits, and the "Moral points" where very subtle,

Although, they could have made them more "Moral", some made sense, such as denying rewards and donating money to the homeless people dotted about, But some where just stupid. On one level, i'm pretty sure you just have to jump over a crate o_O
Yeah that about summarizes it.


latiasracer said:
and i'm pretty sure most people would have got the ending the book had first time they've played the game. Given that if they did trigger one by chance, they wouldn't have known they have, as all you get is a little flash of the screen (First playthough i just thought was a funny effect)
But the game doesn't have the book ending

The game only has:
1. He destroys them whilst thinking they are hostile
2. He realizes they aren't hostile and doesn't destroy them

The book has:
He realizes that they aren't hostile RIGHT as the missile hits them.

I just hope Last Light improves on it.
 

ItsNotRudy

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TheMadDoctorsCat said:
ItsNotRudy said:
ScrabbitRabbit said:
ItsNotRudy said:
TheMadDoctorsCat said:
Compare that, to, say, the ending of "Fallout 3", which is as outside of the player's control as the rest of the main quest. Who wasn't p---ed off at the "choice" the player is presented with then? Especially if they have Fawkes with them, whose very presence should make the whole decision moot.

I guess what I'm saying is that an ending, good or bad, should be "earned".
I don't quite understand what you mean? You either die, kill the Brotherhood girl or if you found Fawkes you come out with a win-win.
Now, I didn't play the game when it was first released so I may be wrong here, but I believe that, originally, Fawkes refused to take your place and you just had to die.
With the Broken Steel DLC, Fawkes will not refuse and survive the nuke chamber, extending the main quest now that you have lived.
Wait... SERIOUSLY??!!!

I got that DLC but never bothered to play the main quest until the end with it. Why didn't they just do this with the original damn game??!!!
From the Fallout Wikia:
When the player is faced with the climactic decision at the conclusion of the game, Fawkes politely declines to enter the radioactive room in lieu of the player (even though he is immune to radioactivity), stating that the decision is the player's destiny and not his. However, if the player has the Broken Steel add-on installed, the option to send Fawkes in will appear, allowing the player to opt out of entering themselves or Sentinel Sarah Lyons. When this option is used, he states that although he was going to tell the player that the player's destiny lies in that chamber, he has already altered his own.
 

latiasracer

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Lovely Mixture said:
latiasracer said:
I kinda agree, but it was a good insentive to replay the game and find the secret bits, and the "Moral points" where very subtle,

Although, they could have made them more "Moral", some made sense, such as denying rewards and donating money to the homeless people dotted about, But some where just stupid. On one level, i'm pretty sure you just have to jump over a crate o_O
Yeah that about summarizes it.


latiasracer said:
and i'm pretty sure most people would have got the ending the book had first time they've played the game. Given that if they did trigger one by chance, they wouldn't have known they have, as all you get is a little flash of the screen (First playthough i just thought was a funny effect)
But the game doesn't have the book ending

Huh, i thought Artyom did think did relise they where good in the game after the missile hits - I think he mentions something about it in the end monolouge as the credits roll. After i played the game first time, and bought the audiobook, to see how close the game followed the story, and i thought the endings where pretty similar... Maybe it's just me who felt that :p

But yeah, Seriously looking forward to last light!
The game only has:
1. He destroys them whilst thinking they are hostile
2. He realizes they aren't hostile and doesn't destroy them

The book has:
He realizes that they aren't hostile RIGHT as the missile hits them.

I just hope Last Light improves on it.

After i played the game i bought the audiobook, and thought the ending was pretty similar to the distopian game ending... Perhaps it was just me who thought that... Doesn't Artyom mention something about it in the ending monolouge? It's been a while since i last finished it

And yes, Seriously looking forward to last light!
 

TheMadDoctorsCat

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ItsNotRudy said:
TheMadDoctorsCat said:
ItsNotRudy said:
ScrabbitRabbit said:
ItsNotRudy said:
TheMadDoctorsCat said:
Compare that, to, say, the ending of "Fallout 3", which is as outside of the player's control as the rest of the main quest. Who wasn't p---ed off at the "choice" the player is presented with then? Especially if they have Fawkes with them, whose very presence should make the whole decision moot.

I guess what I'm saying is that an ending, good or bad, should be "earned".
I don't quite understand what you mean? You either die, kill the Brotherhood girl or if you found Fawkes you come out with a win-win.
Now, I didn't play the game when it was first released so I may be wrong here, but I believe that, originally, Fawkes refused to take your place and you just had to die.
With the Broken Steel DLC, Fawkes will not refuse and survive the nuke chamber, extending the main quest now that you have lived.
Wait... SERIOUSLY??!!!

I got that DLC but never bothered to play the main quest until the end with it. Why didn't they just do this with the original damn game??!!!
From the Fallout Wikia:
When the player is faced with the climactic decision at the conclusion of the game, Fawkes politely declines to enter the radioactive room in lieu of the player (even though he is immune to radioactivity), stating that the decision is the player's destiny and not his. However, if the player has the Broken Steel add-on installed, the option to send Fawkes in will appear, allowing the player to opt out of entering themselves or Sentinel Sarah Lyons. When this option is used, he states that although he was going to tell the player that the player's destiny lies in that chamber, he has already altered his own.
See, this is the thing... I prefer not to get my game ending via the wiki. I prefer, y'know, PLAYING THE DAMN GAME. If you hadn't pointed that out, I would never have known.

Honestly I really liked Fallout 3 (although it wasn't as good as New Vegas, which I think had better characters although less content). But the main quest kinda sucked. They turned an open-world adventure into a shooter where you don't have an iota of control over the outcome. You never feel like you've changed anything. That's one of the many, many ways that I thought "New Vegas" was superior (along with the characters of the companions - seriously, you can go through the game with Felicia Day in tow, how awesome is that? - and the skill balancing.) If you used New Vegas' characters and skillset with Fallout 3's map, I think you might very well have the perfect game.
 

Mrkillhappy

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For the original ending you proposed so long as the credit roll and I can figure out that is was a no win scenario all along I wouldn't mind (i.e the kill is done in a cutscene). If the kill was done in gameplay I would be pissed reloading my save and trying again or looking on a faq to see if their is a way to beat him.

As for the second ending I think I could get into a game having a downer ending so long as the game was well written throughout.
 

ItsNotRudy

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TheMadDoctorsCat said:
ItsNotRudy said:
TheMadDoctorsCat said:
ItsNotRudy said:
ScrabbitRabbit said:
ItsNotRudy said:
TheMadDoctorsCat said:
Compare that, to, say, the ending of "Fallout 3", which is as outside of the player's control as the rest of the main quest. Who wasn't p---ed off at the "choice" the player is presented with then? Especially if they have Fawkes with them, whose very presence should make the whole decision moot.

I guess what I'm saying is that an ending, good or bad, should be "earned".
I don't quite understand what you mean? You either die, kill the Brotherhood girl or if you found Fawkes you come out with a win-win.
Now, I didn't play the game when it was first released so I may be wrong here, but I believe that, originally, Fawkes refused to take your place and you just had to die.
With the Broken Steel DLC, Fawkes will not refuse and survive the nuke chamber, extending the main quest now that you have lived.
Wait... SERIOUSLY??!!!

I got that DLC but never bothered to play the main quest until the end with it. Why didn't they just do this with the original damn game??!!!
From the Fallout Wikia:
When the player is faced with the climactic decision at the conclusion of the game, Fawkes politely declines to enter the radioactive room in lieu of the player (even though he is immune to radioactivity), stating that the decision is the player's destiny and not his. However, if the player has the Broken Steel add-on installed, the option to send Fawkes in will appear, allowing the player to opt out of entering themselves or Sentinel Sarah Lyons. When this option is used, he states that although he was going to tell the player that the player's destiny lies in that chamber, he has already altered his own.
See, this is the thing... I prefer not to get my game ending via the wiki. I prefer, y'know, PLAYING THE DAMN GAME. If you hadn't pointed that out, I would never have known.
I discovered it on my own though. I started the franchise with NV and bought the whole FO3 package a bit after. Having Fawkes with me was also pure coincidence.
 

likalaruku

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I remember being pretty annoyed by the endings of Dungeon Siege 2 (I still have mixed feelings about this game) & one of the two Neverwinter Nights 2 stories (I need to replay that). All of the protagonist's friends died :( (Sorry if I spoiled that for anyone, but those games have been out for years).

These days I'm very used to wandering into spoilers; I forget almost everything I learn, yet I still know what to expect from the story by the time I get the games. If I know ahead of time that everyone is going to die, I refrain from ever giving a shit about those characters. That's why I didn't care for Telltale's Walking Dead games.

I'm just basically giving the game a f**k you before it can give me one by making me feel like I worked hard for nothing. It's kinda like that episode of South Park where a kid in the juvenile detention center tricks Cartman into sneaking cigarettes up his ass with the promise of freedom only to tell him that he's stuck there until he's 21.

Dungeon Siege 2 really pissed me off after I finally got used to how utterly different it was from the original game. "Congratulations, you've postponed the demise of the world for a few years & all your friends are dead & the beautiful green landscape is brown & bleak."
 

00slash00

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TizzytheTormentor said:
Actually, I heard Square is making the game specifically so it can be played multiple times, they said it is impossible to view all cut-scenes in one play-through, so that is something to look forward to.

Also, there are quests that can increase the time on the timer and actions that can decrease it, so there is a balance.

Looking forward to the game, hope it is worth the wait.

Also, I too am very grind heavy, but we will have to see the new leveling system.
oh i really hope they dont force you to pay the game several times just to get the ending to the story. i hate when companies do that, it always just feels like a way to artificially extend the length of their game. then again, nier did that, and i loved nier. i guess i wouldnt mind, if they find a way to make each playthrough feel new and interesting. if the only significant change is the final cutscene, theres no reason for me to not just watch them online after beating it once.

i finally played the lightning dlc last night and i really hope it isnt representative of the gameplay for 13-3. having 2 battles that you have to fight over and over again until youre strong enough to win just seemed like a poor design choice and just seemed like a cheap way to lengthen a bit a short dlc.

by the way, id just like to say how nice it is to meet someone else on this site who enjoys the final fantasy 13 series
 

00slash00

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TizzytheTormentor said:
Well, if the gameplay is fun, then replaying it is not a problem. I heard it is only going to have one ending (besides a clock running out ending I believe) and there is a lot of freedom, so if the game is fun, I will gladly replay it and find all the content.

Truth be told, I didn't like 13 very much, I thought it was a bit of a bore and the narrative wasn't very good. The crystarium was completely pointless, the weapon crafting was silly as all other picked up weapons were useless. Lightning as the protagonist wasn't a good choice because although she is a badass, she is not a compelling hero. Hope complains about Snow causing his moms death, which is stupid because Snow asked someone to take a gun and guard the refugees, why didn't the mom take that job instead of abandoning her son in a warzone? Snow and his "heroes don't need plans" bs got people killed, which left a bad impression. Vanille was okay except her voice was just annoying due to all the overacting (moaning) Fang...I can barely remember much about her. Sazh...is easily one of my favorite characters in the series, his struggles and scenes were beautiful. The combat was pretty annoying when every battle where you paradigm shift, has you pan over to all characters first, wasting time and having most combat commands done by pressing auto-attack. The music, graphics, design and mythology are great, but the games actual story and combat dragged it down

However, I simply adored 13-2, possibly as my 5th favorite Final Fantasy game, I loved every minute of it! Pretty strange, but it improved every single gripe with 13 that I had. The crystarium wasn't bad and no crafting system. Serah and Noel made for a fun duo without being romantic (a breath of fresh air) The story was more straight-forward instead of jumping all over the place. It wasn't harshly linear, with several hours of sidequests. The combat is faster and monster taming kept things interesting. In other words, I loved the game and it made me excited for the sequel!

In other words, despite being disappointed with FF13, 13-2 did what a sequel should do and refine and fix everything from 13, which it did beautifully.
Thats funny, I think I feel the exact opposite you do. I liked Lightning. Sazh was definitely my favorite character too but I thought Lightning was awesome. I always kind of thought of her as a female Cloud. I mean Cloud certainly had a more interesting back story, but they were both badass characters who seemed constantly depressed. I hated hope. He annoyed the crap out of me from beginning to end and I hated that he was the best ravager, so I pretty much had to keep him in my party. Snow was a little obnoxious but I still found him very likeable. The other two characters, I didn't really care about one way or another. I loved the combat. It's been about a year since I played 13, but I don't remember 13-2 combat being that much different, aside from the cinematic events. But I always liked that there was a limit to how high your level could be at certain points. The reason I grind in rpgs is because I don't know how strong the next boss will be, but in 13 it was just like, "Okay, I should be this level." In Final Fantasy games I usually use the same attacks on enemies so I never found auto-attack to be that big a deal, and I always liked how battles depended mainly on setting up the correct paradigms and knowing when to switch. I cared about the story in 13 much more than in 13-2. I never really cared about the plot of 13-2 that much, or the characters. I mainly just played to be ready for 13-3, but I found the story of 13 to be better and the characters to be much more well developed.

I did like that Serah and Noel didn't turn into a romance. I was really worried that they would do a whole stupid romantic triangle thing with Noel, Serah, and Snow and I'm gad that never happened. I kind of liked the linear fashion of 13, it allowed me to focus more on the story and that's what I really pay rpgs for. There were a few parts of 13-2 where I just didn't know where to go or had to stop what I was doing to hunt for wild artifacts and by the time I found the ones i needed to progress, I had kind of forgotten what had been going on in the story. I never cared about Serah or Noel and the ending had no emotional impact on me, even though I know it was probably supposed to. The monster thing was a neat idea but honestly, I pretty much ignored them. I never leveled them up unless I was going in to a big boss fight. The crystarium also confused me for a long time. I had to research it just to figure out how I was supposed to use it. The crystarium in 13 was a litte pointless, since you got the same abilities and stat increases either way, but it did allow you to more or less choose when you would gain certain abilities or stats. All that said, 13-2 did feel more like a Final Fantasy game. Mog and chocobos everywhere certainly helped that, while 13 just felt like a jrpg with no relation to the series (in fact, I think it would have been much better received if it hadn't been associated with Final Fantasy). I always found it very strange that monsters didn;t give you gil in 13 and instead just gave you scraps that you were supposed to sell. It just seemed like an unnecessary step. Also, 13-2 was much less grindy. Even with a level cap, you still had to grind for gil toward the end so you could upgrade your gear and get items to avoid the final boss's cheap insta-kill attack. Final Fantasy 13 took me over 80 hours to finish, compared to 13-2 taking me around 48 hours, including dlc, and a huge chunk of those 80 hours were from farming gil so I could max out specific items.

So yeah, I found the characters and story of 13 a lot more interesting and they constantly motivated me to keep playing and see what happens next, which isn't something I really got from 13-2, until I got toward the end (though once I started to have some idea of what the hell was going on in the story, it did get significantly more interesting). Neither games were bad and I enjoyed them both, but I liked 13 a lot more. Different strokes for different folks.