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> Bad Endings
Jens of Zanicuud
post Jul 28 2012, 12:30 AM
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Some times ago I was working on a project (now dismissed - or rather, waiting for my current project completion) which was designed to end badly, with the death of every character in the party (this was however related to the plot).

I've seen quite a few RPG with a default (i.e. not optional) bad ending (FFXIII-2 / KH Birth by Sleep - if we can call their ending bad), so I wonder if it's a taboo to make your game ends in a tragic way, or simply players prefer an happy ending to every game they play, since they are playing not to think to their problems...

What's your point about it?
Would you play/create a game with a tragic ending (not optional - main ending)?

If so, why?

That's a feature I've never found in a RPG Maker game (excluding maybe survival horror...)
If you know some link 'bout that, I'd be pleased to give it a look.

Maybe my project will resurrect, who knows?

Jens


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Naridar
post Dec 31 2012, 11:53 AM
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QUOTE (LockeZ @ Nov 5 2012, 07:11 AM) *
If you're making a game like this, don't yank the carpet out from under the player at the last minute, and tell them, "Oh, sorry, you got 99% of the way there, but you can't actually be a hero." The equivalent of that in a game as drama would be getting almost to the end of the game, and then showing a message saying "For the rest of the game, just imagine the plot as whatever you want." In both cases, you're not following through.


And Mass Effect 3 did both of those at once. Sorry. Had to get that out of my system.

As for the topic in question, I think when the player has any significant amount of choice in the game, forcing them into a single tragic ending is conveying the message "Screw you. No matter what you do, these people will die. And you can do nothing to prevent it. Loser.". Which is, frankly, the last thing you would ever do to your audience. Not even games with downright Lovecraftian settings get away with that unscathed: almost every Megami Tensei game (Persona 3 is an exception but Atlus indeed backed off with P4) so far has at least one ending where the hero gets the chance to be a hero and save his/her comrades (mostly the neutral ones).

Now, giving a choice between having one person or another die, that's fair game if it doesn't completely come out of left field. For example, in Chrono Trigger, which was ultimately a cheerful and optimistic romp through time, forcing the player to either kill off Marle or Lucca permanently at the 80% mark in the game would have been an unnecesary, sadistic choice that disregards the game's spirit. The same in Mass effect 1 with killing either Ashley or Kaidan, however, only drives the message home, that yes, this is war and you can't save them all. It fits into the game.

What I'm planning on doing in my game is having a main character with his own personality but giving some degree of control over his actions to the player. Over the course of the game, many tragic events happen to this character (death of friends, family, rejection and lack of recognition for his genuinely heroic deeds), and the only way he can have good things happen to him if he acts villainously, such as manipulating people, choosing to murder defenceless and defeated villains in cold blood and even committing the game world's equivalent of rape (however, to keep some moral standard, the last one immediately pushes him over the moral event horizon and prevents getting the good ending unless extra-difficult special conditions are met.).
Now, how the protagonist acts is mostly determined by the player. Play too altruistically and not demand anything, and you'll end up with the protagonist having less power (in-game!) due to apathy or getting fed up with being the hero and betraying the party (leading into the bad ending). Conversely, acting evil and demanding a reward for being a hero too many times, while boosting power, leads him into villainy as well (same bad ending).
Even if the protagonist betrayed the party, the player can save him by first getting the bad ending (which involves the seemingly main villain defeated, but hints at the party's demise and keeps the world in a devastated state, with the protagonist dead), and then unlocking and completing an optional dungeon, meeting a plot-important figure and then fighting the final boss again. This eventually leads to the good ending (with the protagonist alive and finding the reward for his courage and heroism).
My intention with these endings are to give a sense of consequence to the player and remind them of the importance of the "Aurae Mediocritas", the golden balance.


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Posts in this topic
- Jens of Zanicuud   Bad Endings   Jul 28 2012, 12:30 AM
- - rewells   I like feeling accomplished after beating a game. ...   Jul 28 2012, 02:23 AM
|- - Jens of Zanicuud   I've played Finding Eden and remember the endi...   Jul 28 2012, 03:36 AM
|- - rewells   QUOTE (Jens of Zanicuud @ Jul 28 2012, 07...   Jul 28 2012, 05:15 PM
- - MEands   The frustration of having the characters die at th...   Jul 28 2012, 02:41 PM
- - MagitekElite   I agree with the others. However, endings with so...   Jul 28 2012, 02:51 PM
- - Jonnie19   I am going to start this reply by mentioning somet...   Jul 28 2012, 11:05 PM
- - Jens of Zanicuud   QUOTE ([b]rewells[/b] @ Jul 2...   Jul 29 2012, 04:01 AM
- - shaddowval   I realize that there are a lot of answers to this ...   Jul 29 2012, 08:36 AM
|- - rewells   QUOTE (shaddowval @ Jul 29 2012, 12:36 PM...   Jul 29 2012, 09:42 PM
- - amerk   To Jonnie: Why couldn't Tidus have been modele...   Jul 30 2012, 01:20 PM
|- - obsorber   Yes a bad ending is disappointing for the player a...   Jul 31 2012, 04:47 AM
|- - Jonnie19   QUOTE (amerk @ Jul 30 2012, 09:20 PM) To ...   Aug 1 2012, 10:05 PM
- - KD648   I wouldn't mind a tragic ending to a videogame...   Jul 31 2012, 07:13 AM
|- - Jens of Zanicuud   I'm generally not for mainstream games, but yo...   Aug 1 2012, 12:53 AM
- - Stalin the stallion   Main ending must never be bad. Bittersweet, maybe,...   Sep 8 2012, 09:36 AM
- - TheCableGuy   Romeo and Juliet is probably the best known Ending...   Sep 8 2012, 09:58 PM
|- - amerk   QUOTE (TheCableGuy @ Sep 9 2012, 12:58 AM...   Sep 9 2012, 03:16 PM
|- - rewells   QUOTE (TheCableGuy @ Sep 9 2012, 01:58 AM...   Sep 11 2012, 07:18 PM
|- - Jens of Zanicuud   QUOTE (rewells @ Sep 12 2012, 05:18 AM) B...   Sep 12 2012, 12:14 AM
- - Saul95   I also can't stand the bad endings, but the po...   Sep 8 2012, 10:19 PM
- - Stalin the stallion   Bad ending CAN be acceptable in prequels, where al...   Sep 9 2012, 03:05 AM
- - Shaddowval   Actually an XBOX360 series of turned based strateg...   Sep 9 2012, 03:50 PM
- - bulmabriefs144   I haven't a problem with human death of old ag...   Sep 10 2012, 05:36 PM
- - Clord   Corpse Party is a good example. In the final chapt...   Oct 1 2012, 05:53 AM
- - LockeZ   A lot of this is Game As Fantasy vs. Game As Drama...   Nov 4 2012, 10:11 PM
- - markchapman10   to reply to the OP, it don't matter to me as l...   Nov 4 2012, 10:32 PM
- - Gospel Knight   As far as how bad endings go in Video Games, I kno...   Jan 1 2013, 04:57 AM
- - Shaddowval   I think some people are misunderstanding what this...   Jan 1 2013, 01:06 PM
|- - Jens of Zanicuud   QUOTE (Shaddowval @ Jan 1 2013, 10:06 PM)...   Jan 2 2013, 09:17 AM
- - LockeZ   It kind of is against the rules, is the thing. Th...   Jan 4 2013, 04:52 PM
- - Jens of Zanicuud   @LockeZ Okay, what I meant to say is: during the ...   Jan 8 2013, 10:04 AM
- - LockeZ   Ah, hmm. The thing about an ending like that is, ...   Jan 8 2013, 12:35 PM


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