
Recently, Mr Christian Majewski, who is one of the writers for Game Design Reviews and the Game Design Scrapbook blogs, mentioned in a post whether it is worth it having multiple endings in video games.
It is true that in this day and age many games boast of having multiple endings where the player must make ‘real’ choices and it is also true that people rarely replay a title to see the other endings. I know of several people, myself included, that are more inclined to search you tube than spend another 40 hours on the same game.
This made me think a bit. I mentioned in the past that character customization is one of my main interests in a game but I must admit I am one of those people who rarely pursues a different ending in a game (Knights of the Old Republic not withstanding), though I always liked the idea of multiple endings (as seen on my own design submission for BoRT last month). It is with some sadness that, on introspection, I find that most game endings are lacking.
In fact, I could categorize their endings in three different categories:
Mystery Endings
Examples: Silent Hill series, Star Ocean, Chrono Trigger, dating sims
This one is popular with Japanese titles. It features several different endings and choices do affect it, unfortunately, you rarely know what those choices were. Dating Sims, where the goal is to win the love of a partner of your choice, often have the player make decisions such as “go left or right” and this can be the difference between meeting the person you want or ending alone…or dead, even. This is usually balanced by the games themselves being very short and very forgiving so you can rewind and try another path at any given time.
Unfortunately, the Silent Hill series (known for 30 hours of grueling, often terrifying, play) also uses this type of ending. A Silent Hill game typically has 4 endings (5 if you count the secret, spoof ending that can only be acquired intentionally and after playing through the game at least once) but the choices that lead to these endings are often as mysterious as the game’s plot.
For example, in Silent Hill 4, the player meets a strange character in one of the many ‘alternate’ worlds he visits, the character is mumbling and holding a doll. He offers it to the protagonist, if you choose to accept it; you will get a ‘bad’ ending where the protagonist’s quest comes short. The problem is that you will only realize it 15 or so hours later when the game ends, meaning you will have to return to that point and replay those hours again. (And even then, only after going on the internet and finding out that the doll was the reason you failed in the first place).
Dual Endings
Examples: Jade Empire, Bioshock, Fable series, Knights of the Old Republic
Bioware games are known for using this type of ending in most of their games. It is the infamous ‘morality’ endings where the player can choose to be good or evil. Currently, there has been a trend of disguising moral choices by calling them by other names such as ‘paragon and renegade’, ‘open palm and closed fist’, ‘purity and corruption’ but it is essentially the same thing. Saving kittens, helping villagers and being nice earns you the good ending, while kicking puppies, scaring villagers and being rude earns you the evil ending. Players know what to expect and that can work either way: you know when you are making meaningful choices (there is always a meter that tells you how good or evil your character is) but it also makes for a very predictable ending.
This type of ending is difficult to design because the developers have to take into account the player’s motivation and most players will respond negatively if they feel their deeds or misdeeds are being ignored. For example, in Lionhead’s Fable 2, the game is constantly referring to the player as ‘the Hero’ even after said ‘Hero’ kills an entire town, buys their houses and raises the mortgage of future denizens to the highest percentage. Hardly a hero-like behavior.
As for Fable 2’s ending, it seemed to break the fourth wall completely by having the player choose three options that were, quite bluntly, be good, neutral or evil. Mr Elrod from Man Bytes Blog has already talked extensively about the ending of Fable 2, so I will just add that it was a disappointingly simple finish for what was supposed to be an epic quest.
Single Endings
Examples: Shadow of Colossus, Prince of Persia, God of War, Final Fantasy series and etc..
This is the most common type of ending where things follow a certain path regardless of what the player does. It takes away freedom and doesn’t offer allot of consequences either. It does not, however take away from the experience when done well, Final Fantasy games have grandiose endings and players don’t seem to mind the fact that they are doing little more than chauffeuring their character from one place to another.
I count Fallout 3 in this category because, whether you are good or evil, the game will end the same way, with only a paragraph of monologue and a matching picture to account for your character’s exploits in the Capital Wasteland.
I know there is allot of room for discussion here. Even while thinking out these categories I found a few titles that do not match them and I am sure there are allot more. It is just amazing that, for all the choices we are given, games hardly ever give us a satisfying ending to match them.