Re: Ideas for developers to consider for game endings (Spoilers welcome)
[Re: Jenny100]
#351484
06/26/08 12:31 PM
06/26/08 12:31 PM
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Joined: Jun 2008
Posts: 14
lovehouse
Shy Boomer
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Shy Boomer
Joined: Jun 2008
Posts: 14
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yo Ben  Flashbacks might be more fun than scrolling text.  But developers may not like it as it meant more animation work  Both are good games  I love horrors with creeps  Chumming doodles  love 
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Re: Ideas for developers to consider for game endings (Spoilers welcome)
[Re: lovehouse]
#351571
06/26/08 04:06 PM
06/26/08 04:06 PM
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Joined: Feb 2007
Posts: 472
Shany
Settled Boomer
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Settled Boomer
Joined: Feb 2007
Posts: 472
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I think this should apply to almost all game endings - If this was a murder mystery - tell us who the murderer is. If there are any unanswered questions - answer them. If there is going to be a sequel - close all exisiting subplots and only after the ending give us a hint of something more. Games that I wished ended differently: Ghost in the Sheet - Why was our player character chosen for the job? Who was he anyhow and why did he not reveal his name? And why did he agree to work for the ladybirds? And why did he put on that sheet again? Still Life - Who was the killer? Victoria saw him, and we had a chance to see him but didn't. The more I think about it the more it sounds like they were never going to reveal who the killer was.
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Re: Ideas for developers to consider for game endings (Spoilers welcome)
[Re: Sherryah]
#351675
06/26/08 08:06 PM
06/26/08 08:06 PM
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Joined: Sep 2003
Posts: 4,940 Lincoln, NE
GuybrushThreepwood
Addicted Boomer
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Addicted Boomer
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Posts: 4,940
Lincoln, NE
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I don't like opened endings that are meant to have the unanswered questions answered in the sequel because too often the sequel doesn't come about.
Last edited by GuybrushThreepwood; 07/03/08 07:36 AM.
Currently Playing: Adventure Game: Broken Age Darkside: Star Wars: The Old Republic
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Re: Ideas for developers to consider for game endings (Spoilers welcome)
[Re: GuybrushThreepwood]
#351771
06/27/08 12:50 AM
06/27/08 12:50 AM
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Joined: Jan 2005
Posts: 352 Athens, Greece
alkis21
Settled Boomer
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Settled Boomer
Joined: Jan 2005
Posts: 352
Athens, Greece
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Good thread.
As far as I'm concerned, the stories I write have a life of their own and I can't choose their endings anymore than you can. It's very much like having a child; you can only determine its life so many times, until you can't determine it any more. So during its first years the child pretty much depends on you, but later on there is very little you can do regarding the choices it will make, what job it will do, which person it will marry etc. Stories are the same, really. If Renée Zellweger is destined to marry in the end, I can't have her crashed by a meteor without making the story ridiculous.
Naturally, although I can't choose the ending it is my job to describe it to you as well as possible. I generally don't like leaving unanswered questions and untied loose ends, but I don't like spelling out everything to the player either. I believe that the average player is smart enough to realize when a loose end is a conscious effort of the designer to let you decide what happens, and when it is the result of his ineptitude to explain everything in a comprehensive way.
Atropos Studios Nothing adventured, nothing gained Visit our web site to order Diamonds in the Rough
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Re: Ideas for developers to consider for game endings (Spoilers welcome)
[Re: alkis21]
#352402
06/28/08 10:57 AM
06/28/08 10:57 AM
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Joined: Aug 2007
Posts: 415 Canada
Sally(MG)
Settled Boomer
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Settled Boomer
Joined: Aug 2007
Posts: 415
Canada
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I'm not sure if anyone here read Neil Gaiman's books, but I'll throw this out there - I have never read any other author start so many sub-plots and tie them all neatly up at the end of a story. For examples, read Stardust and Neverwhere.
I can't stand plot-holes, cliff-hangers and tons of unanswered questions at the end of a game. It could ruin a game for me. The "problem" with most adventure games that I've played recently is that pretty much everything gets resolved ALL AT ONCE, and so it feels abrupt and rushed (Tunguska, for example.)
I'm not saying that everything needs to be resolved. In Grim Fandango, for example, nobody knows what's going to happen in the after-afterlife, so all we're left with is speculation. It was meaningful and everyone got what they deserved, so I'll always remember it.
MinuteGamerFree flash games, casual game reviews and wts. Latest: Virtual Villagers 3 cheats
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