well for one i dont mind as long as its well written and fits but generally i go for the good endings but i will replay a game to see both
But, but, doesn't it evoke a wonderful sense of schadenfreude to watch your protagonist fail miserably, partly because of the choices you have made? What if there's multiple endings, some bad, some good, some inbetween? Doesn't that give you an incentive to play differently next time?Akytalusia said:beaming rainbows and bunnies directly into my brain? sounds wonderful. i'll take it. however, i think you're going off topic a little. this is about bad endings, not purely positive entertainment, or entertainment with no negative aspects. things would be pretty dull if nothing bad ever happened. i just don't like it when the protagonist ultimately fails, and the message is that life is cruel or unfair or whatever. i already -know- that. i'm trying to get -away- from that. i don't need to be told this when i'm trying to enjoy myself/forget about reality.MammothBlade said:Absolutely. BRING IT ON. I love having heart-breaking scenes, perhaps I'm a masochist, but it's fun being able to do something very wrong that isn't immediately apparent. That's part of the appeal of visual novels and other games with multiple choices. Cause and effect.
So as an escapist consumer you just want rainbows and bunnies beamed directly into your brain, why not just live in a bubble if that suits you? Or is it impossible to enjoy "losing" something? You're missing out on a lot if you confine yourself to purely "positive" entertainment.Akytalusia said:i'm an escapist. i consume entertainment media to escape from bad endings. i avoid them when possible, and in instances where they're unavoidable, then i just hate them, and curse the medium into the depths of oblivion. how dare you inject real world futility into my fantasy worlds.
but to each their own. i'm not saying it's wrong to enjoy bad endings. i'm just saying it's not for me. if your reality's so naturally full of rainbows and bunnies that you welcome messages reinforcing futility as a refreshing changes of pace, then power to you.
Can you give an example? Does the hero really need to ALWAYS win and save the day , and make everything rainbows and sunshines?( and please don't say ME3)Zhukov said:Not really.
They just feel like elaborate 'Game Over' screens.
if there's multiple endings and at least one of them is good, then i can handle bad endings. they'll give me motivation to find the good one, and it'll be all the more satisfying. but things like this [http://www.escapistmagazine.com/forums/read/9.409363-Save-The-Date-A-indie-interactive-story-that-all-of-you-must-play], fuck that game and all it's ilk. i think you'd really like it though, if you haven't played it. i recommend it.MammothBlade said:But, but, doesn't it evoke a wonderful sense of schadenfreude to watch your protagonist fail miserably, partly because of the choices you have made? What if there's multiple endings, some bad, some good, some inbetween? Doesn't that give you an incentive to play differently next time?Akytalusia said:beaming rainbows and bunnies directly into my brain? sounds wonderful. i'll take it. however, i think you're going off topic a little. this is about bad endings, not purely positive entertainment, or entertainment with no negative aspects. things would be pretty dull if nothing bad ever happened. i just don't like it when the protagonist ultimately fails, and the message is that life is cruel or unfair or whatever. i already -know- that. i'm trying to get -away- from that. i don't need to be told this when i'm trying to enjoy myself/forget about reality.MammothBlade said:Absolutely. BRING IT ON. I love having heart-breaking scenes, perhaps I'm a masochist, but it's fun being able to do something very wrong that isn't immediately apparent. That's part of the appeal of visual novels and other games with multiple choices. Cause and effect.
So as an escapist consumer you just want rainbows and bunnies beamed directly into your brain, why not just live in a bubble if that suits you? Or is it impossible to enjoy "losing" something? You're missing out on a lot if you confine yourself to purely "positive" entertainment.Akytalusia said:i'm an escapist. i consume entertainment media to escape from bad endings. i avoid them when possible, and in instances where they're unavoidable, then i just hate them, and curse the medium into the depths of oblivion. how dare you inject real world futility into my fantasy worlds.
but to each their own. i'm not saying it's wrong to enjoy bad endings. i'm just saying it's not for me. if your reality's so naturally full of rainbows and bunnies that you welcome messages reinforcing futility as a refreshing changes of pace, then power to you.
Shirou may have flipped he bird and have brushed it off, but I got really pissed off a lot of times.NeutralDrow said:I really do not understand that perspective. Shirou's been smashed, cut, cursed, burned, torn, and tsundere'd by most of the people in the game, and every single time he's flipped the bird at whoever did it and come out gloriously on top. Mind of Steel strikes me about as cathartic as a murder-suicide.Grahav said:I guess the reason that why so many people (including me) enjoy that sad ending is because they have been playing as Emiya and have been smashed, cut, cursed, burned, torn, tsundered and being called fat by almost every single other character in the game. And that even without getting the dead/bad endings. "Mind of Steel" is tragic and sad, but from a player's perspective is viciously cathartic.
I also don't believe I've ever heard that perspective before. I think I've only ever heard, "deep-seated problems with Sakura/Heaven's Feel in general," "he's Kiritsugu now? That's awesome," or people mistakenly thinking that it's keeping with Shirou's ideals.
"Contrast" is probably the nicer word for it. "Contradicts" is the word I typically use, since (because it totally ignores both Shirou's character revelations of Fate, the moral of Unlimited Blade Works, and <color=aliceblue>Archer's motivations) it's one of the most incredibly out-of-character actions he could possibly make. The fact that dozens at most of offscreen innocents survive is the only positive aspect, and it's entirely incidental.And there is the factor that a lot more of people live in that way. Yeah, the innocent person that you love and others die, but hundreds of innocents that you don't know live and Shirou becomes Stannis Baratheon. It contrasts perfectly with the true endings of Heaven's Feel which makes both endings even more powerfull.
...then again, since it's pretty much the exact opposite of the entire route's story, I do see your point about it making the endings even more powerful. Although, since there was never a possibility that I'd abandon Sakura, it was one I missed in my actual playthrough.
I was thinking of Dark Souls and I'm rather conflicted on it. I think part of the problem with Dark Souls's ending was that most people didn't realize they even had a choice, or if they did, they didn't really understand the ramifications of what that choice meant. On the one hand, making the choice non-obvious was more elegant and realistic than the Blue-Green-Red Deus Ex/Mass Effect 3 ending. On the other, having a choice doesn't really matter unless you understand what that choice means.MeChaNiZ3D said:Endings that are arbitrarily chosen, like ME3's, DE:HR's and Dark Souls', aren't particularly satisfying either. They're like a nice cinematic, and although the latter two do a decent job of showing endings as shades of grey, it doesn't really have any impact because you chose them on a whim.
I'm inclined to agree. Even paying attention to item descriptions and NPC dialogue, the ramifications of extending the flame or leading the Dark are pretty vague, especially when considering the age of Dark is sort of said to be the age of man...and yet the forces of Dark you've seen just pillage humanity. And whether anything you're doing affects the spread of the Darksign is almost not even addressed. Honestly, for the Dark ending, I'd not have minded seeing any still-living NPCs be slain by Darkwraiths, and for the fire ending, see the deities fighting hordes of undead, if that fits with the story. That's how hazy I am on the undead curse and how it pertains to the player. But yes, most people I suspect linked the flame because that's what you do after every Lord boss fight, go to the fire, or chose the Dark ending by trying to go back to the Lordvessel, and probably didn't know really what they were doing either way.Toxic Sniper said:I was thinking of Dark Souls and I'm rather conflicted on it. I think part of the problem with Dark Souls's ending was that most people didn't realize they even had a choice, or if they did, they didn't really understand the ramifications of what that choice meant. On the one hand, making the choice non-obvious was more elegant and realistic than the Blue-Green-Red Deus Ex/Mass Effect 3 ending. On the other, having a choice doesn't really matter unless you understand what that choice means.MeChaNiZ3D said:snip
It definitely wasn't particularly satisfying, even when you have the necessary context. I felt they could have at least shown the effect of lighting the flame (A light being cast across Anor Londo and Firelink and something like that) or leaving it be (Those areas growing darker instead, with the undead you've met previously who are still alive standing up from the spots they always sit at and contemplating their new role in this uncertain age).