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Game Endings Going Out of Style?

An article in the Guardian asks whether the focus of modern games has shifted away from having a clear-cut ending and toward indefinite entertainment instead. With the rise of achievements, frequent content updates and open-ended worlds, it seems like publishers and developers are doing everything they can to help this trend. Quoting: "Particularly before the advent of 'saving,' the completion of even a simple game could take huge amounts of patience, effort and time. The ending, like those last pages of a book, was a key reason why we started playing in the first place. Sure, multiplayer and arcade style games still had their place, but fond 8, 16 and 32-bit memories consist more of completion and satisfaction than particular levels or tricky moments. Over the past few years, however, the idea of a game as simply something to 'finish' has shifted somewhat. For starters, the availability of downloadable content means no story need ever end, as long as the makers think there's a paying audience. Also, the ubiquity of broadband means multiplayer gaming is now the standard, not the exception it once was. There is no real 'finish' to most MMORPGs."

36 of 190 comments (clear)

  1. Ok for MMOs, perhaps... by RogueyWon · · Score: 5, Insightful

    For MMOs, I think this is forgivable. After all, they're supposed to be persistent worlds. That said, a competent MMO developer will set up storylines for players to work through (either at their own pace, or a pace forced by in-game world events). The two MMOs I've played both do this; WoW and Final Fantasy XI. I understand that the real masters in this field are Codemasters, with Lord of the Rings Online, but a variety of other factors have always kept me away from that game. Interestingly, I understand that Blizzard will actually be adding a proper ending cutscene in the next WoW patch, for guilds that manage to take down Arthas. Given this will be the culmination of a major plot arc that kicked off years ago in Warcraft 3, I heartily approve.

    For non-MMO story-based, however, I do want a story with a definite beginning, middle and end. This isn't to say that the game can't continue after the story has ended; I much preferred the way the Broken Steel DLC allowed you to continue exploring the Capital Wastelands in Fallout 3, after you'd beaten the original game and the continuation story. However, if your game has a story, that story needs an ending, even if this ending is open enough to allow for continuation.

    My real bug-bear are the games which eschew a real ending because they're angling for a sequel (or even an entire franchise), but never deliver on this. In my opinion, unless you already have funding in place for a sequel, you should avoid tagging a cliff-hanger ending onto your game. Doesn't mean you can't continue the story later if you want to; look at the first Star Wars movie - it has a perfectly satisfactory ending in itself, but still allowed for sequels. Then with funding secure, Empire was able to have an appropriate cliff-hanger ending. But if your ending is "the real story is just beginning" and then you never do continue it, then I'm definitely not impressed.

    It's not just games that suffer from this. So many TV shows are developed these days with the philosophy that you should continue making series until your audience figures fall low enough to shut you down. If there's an ending at all, only a tiny number of ultra-hardcore viewers ever see it. We're being bombarded with stories that have a beginning and an endless middle, but no ending. Sometimes, ending a show can be the best thing that's ever happened to it. I understand this was the case with the original Mobile Suit Gundam, which flew completely below the radar (probably because it wasn't very good) until the staff were told that they were being terminated, at which point they gave it a proper storyline and ending. The result - the show got noticed and went on to become a genuine cultural phenomenon in Japan (and attracted a good bit of nerdly attention in the wider world), with sequels and reimaginings running for decades.

    1. Re:Ok for MMOs, perhaps... by krou · · Score: 2, Interesting

      Completely agree. Sequels should be about fresh ideas and new stories, maybe reusing some old characters, or allowing you to import save data from the old game. Otherwise, what you end up with is the computer game equivalent of some never-ending TV series. It's incredibly frustrating to play through to the end and have no conclusion, and have no real idea whether the end will be in sight at all. At the very least, if a game company plans on angling for the sequel, then make sure you've got the funding to design the release of your game as a trilogy or similar so that it's clearly marketed as such, like with books.

      --
      'If Christ had tweeted the sermon on the mount, it might have lasted until nightfall.' - John Perry Barlow
    2. Re:Ok for MMOs, perhaps... by RogueyWon · · Score: 2, Insightful

      I don't really think it's a big corporation thing. Square-Enix, who are really pretty big, usually take care to wrap up their stories properly. Yes, there are an awful lot of Final Fantasy games, but most of them are completely fresh stories. Occasionally, they'll revisit a story they've already created, such as with FFX-2 or FFVII: Crisis Core, but in each of those cases, the original story pretty much stands by itself, and you're free to ignore the new component if you want (in fact, FFX has one of my favorite game endings ever). Bioware are also very good at wrapping up stories; yes, there are often a few loose ends at the end of their games, but by and large, the plot has been resolved perfectly well (usually with a choice of endings). And then there's Metal Gear Solid 4; the plot is far from flawless (it's confusing, often badly told and massively over-convoluted), but the ending is as comprehensive an ending to both a game and a franchise as you could ever want to get.

      I guess the counter-example must come from a recent EA game: Call of Duty Modern Warfare 2, which had the worst ending of any game I've encountered for years. However, there are other EA titles with perfectly satisfactory endings. At the same time, I can think of low-budget indie-type games which have been blatantly angling for a sequel.

    3. Re:Ok for MMOs, perhaps... by Anonymous Coward · · Score: 2, Insightful

      On the reverse side of Gundam, there's Big O.

      http://en.wikipedia.org/wiki/The_Big_O

      Quite a good science fiction/film noir styleanime about a city where everyone's lost their memories. Toss in giant robots, an interesting cast of friends and villains, and a Bruce Wayne like hero and you've got Big O. (A common jokes about the show is that it's what would've happened if Bruce Wayne had created a giant robot)

      The original season was produced in Japan and ended on a cliffhanger with quite a few unanswered questions, but was still vaguely acceptable as an ending. A few years later Cartoon Network funded a second season (A rare occasion where a western company funds an anime). The second season was just filled with cliffhangers and pure confusion. The writer of the show was said to be angling for a third season, but funding dried up due to poor sales leaving fans with an acceptable, but question filled, ending.

      Greed is exactly it. Cliffhangers are written precisely to grab people and demand that a new season is given. Most of the times writers will go "Hey, if we could do it the first time..." But this philosophy can lead to fans being left with a highly unsatisfactory, rushed ending.

      Also, don't get me started on Code Geass. The first season ended with the protagonist and the antagonist (Arguable during all 26 episodes of the whole damned show as to who the good guy and who the bad guy is) standing face to face for the first time, the protagonist with a bomb strapped on his chest and a gun aimed at the antagonist. And then it ended. Had to wait a DAMNED YEAR to get the next season and learn what happened. Please, Jesus, I know the entire show was built on putting a cliffhanger at the end of each episode, but that was just purely ridiculous.

    4. Re:Ok for MMOs, perhaps... by lorenlal · · Score: 3, Interesting

      The first thing I thought of when reading the summary was "I don't think Square fits here." FFVI had a half hour ending, and that was on the SNES.

      But I don't really see this effect. For example, GTA IV does have an end to the plot. Now, there's still the open world that you can keep playing in, but the storyline has a conclusion. Modern Warfare 1 had a concrete ending, and it was pretty good.

      I'd argue that this isn't an industry wide trend as much as EA... I mean, their biggest franchises are the sports games which of course have no ending and rely on multiplayer as the platform... and EA has a history of taking great franchises and tanking them.

      But IIRC, EA didn't have anything to do with EA. That was Activision.

    5. Re:Ok for MMOs, perhaps... by RogueyWon · · Score: 2, Interesting

      Yes, getting a bit off the original topic, the anime industry does seem to have a few specific bad habits that it falls into regularly regarding endings (and even middles).

      The most common, of course, is the "shonen power escalator", where a show that might originally have been interesting and quirky (the original Dragon Ball being the classic example, though there are others) eventually boils down to having the (teenaged, male, skilled-in-martial-arts) male lead go through a never-ending cycle of power-ups to fight apparently ever-stronger foes. Apparently this kind of thing sells really well to 13 year olds (internationally as well as in Japan), so the temptation to take this direction with show (or manga series) that has the potential to fit the template must be huge.

      Then there's the "rolling cliffhangers", you mention, with, as I agree, Code Geass being one of the worst examples. For a show that made such a strong impression with its first 10-15 episodes, that show ended up as a complete train-wreck. When they did finally "resolve" the cliff-hanger of the first season ending, they copped out massively and then spent most of the second series doing a near-identical re-telling of the first. From what I've heard, Geass had a pretty troubled development, with the production team being messed around something rotten by the studio/networks etc. I kind of hope this is true, because it would at least add some semblance of reason to the matter.

      And then there's the "incredibly abrupt ending", particularly prevalent in action series, where the end credits start rolling as soon as the "big bad" bites the dust. Gundam series have a particularly awful record here; Wing and the original SEED being perhaps the worst. That said, Turn A's ending was done properly, and the extended version of the SEED Destiny ending works reasonably well. But yes, if you're going to make me sit through a 26 episode series, I kind of want a bit of "aftermath" at the end. If it's a 50 episode series, then giving proper closure is absolutely not optional.

    6. Re:Ok for MMOs, perhaps... by PhotoBoy · · Score: 3, Insightful

      I hate this too. I'm still upset Shenmue II ended on a massive cliffhanger with Sega clearly not intending to finish the story.

      More recently Ubisoft have been doing it in a lot of their games, and in the case of the Prince of Persia reboot, they've already abandoned it for a Sands of Time sequel to cash-in on the film coming out this summer.

    7. Re:Ok for MMOs, perhaps... by BoredAtWorkWhatElse · · Score: 2, Funny

      Occasionally, they'll revisit a story they've already created, such as with FFX-2

      I'm pretty sure that game never existed ... just like they never did any sequel to Final Fantasy Tactics.

  2. Inaccurate by rodrigoandrade · · Score: 5, Insightful

    All arcade, most Atari 2600 and some NES games had no ending and consisted of stacking more and more points, until your thumbs bled or the PCB fried. That was the whole fun of it. The old school-way to do it.

    It's when games started telling stories (example, Final Fantasy) that we had elaborate plots and game endings.

    But now with the MMORPG craze, every publisher wants a piece of the action (and profit). Game endings are out, micro payments, subscriptions, DLCs are in.

    It'll be a truly sad day when all we have to play are Disney MMO, Star Wars MMO, Warcraft MMO, Sonic MMO, Tomb Raider MMO, Halo MMO, etc.

    1. Re:Inaccurate by BlackBloq · · Score: 5, Insightful

      Take Dragon age ... what a piss off! They have some douchebag standing around in the party camp screen. He looks like a dude with something to say but... when you speak to him you realize hat he is only there to get more REAL cash from you for the companies! Right from the start of the game they LOCK OUT content from the storey so you have to pay to play from the start! This is significantly different then making content post game development to add value or dimension or just fun (plate armor for your horse in oblivion) . Whats next is the Nexon model takes over. You can 'buy' all your content (equipment) in game and it expires! Not only that, Maple story sells kids cards that get you in game items and in game cash at 711 stores! I've seen an eleven year old blow $50 in one glee-filled spree of waste. That's like $500 to an adult! And all that stuff expires IE: gets deleted! Well I've got to go buy a tractor for my farm in farmville! see ya!

    2. Re:Inaccurate by krelian · · Score: 2, Insightful

      The ones you should blame are those who pay for DLC.

    3. Re:Inaccurate by shutdown+-p+now · · Score: 2, Insightful

      And besides, when did profiteering make you an asshole anyway?

      Since the first use of the word, I guess, since it's part of it's definition. Wictionary:

      "The act of making an unreasonable profit not justified by the corresponding assumption of risk, or by doing so unethically"

      Other online dictionaries seem to concur.

  3. Misrepresents history by slim · · Score: 4, Informative

    My memory of classic games is of games that you'd have to be superhuman to finish.

    Games like Thrust, that do have a set number of levels - but then you play through again with reverse gravity, then with invisible landscapes, then with both at once.

    Or Chuckie Egg, where you end up contending with all the enemies at once, turned invisible.

    Elite didn't stop when you reached Elite status. You could play on and on.

    Yes, there were also games on home computers and 8/16 bit consoles with a beginning, middle and end , and a "Congraturations" page.

    But open ended games came first, and since then it's always been the case that both types of game were out there.

  4. Old games by Mr_Silver · · Score: 4, Insightful

    Particularly before the advent of 'saving,' the completion of even a simple game could take huge amounts of patience, effort and time. The ending, like those last pages of a book, was a key reason why we started playing in the first place.

    I have a PSP with custom firmware and I went back and played some of those old games and, for me, the "patience, effort and time" needed to play the same damn levels over and over again (because I kept dying at the same key spot!) began to wear very thin very quickly.

    Sometimes I think we look back on old games with too much nostalgia. Whilst there are undoubtedly some really good games, a lot of them were just an exercise in frustration and slow methodical progress - something I don't derive much enjoyment from any more.

    --
    Avantslash - View Slashdot cleanly on your mobile phone.
    1. Re:Old games by Anonymous Coward · · Score: 3, Funny

      Sometimes I think we look back on old games with too much nostalgia. Whilst there are undoubtedly some really good games, a lot of them were just an exercise in frustration and slow methodical progress - something I don't derive much enjoyment from any more.

      Was anyone else 5 years old when they received their first NES? My parents distinctly remember the frustrated screams of this young child coming from the game room.

      On a positive note, all the exercise in frustration has prepared me for a lucrative career in .NET development.

    2. Re:Old games by TheAndruu · · Score: 3, Insightful

      For a lot of us, we were kids in those times we look back at those old games, and as kids, we had so little other things going on that we could focus our determination on finishing those games. Now other items take priority, like work and family. Plus most kids I knew growing up only had a few games, since you had to wait for birthdays or other holidays to get those games you really wanted. And since our attention was divided among only a few games, we'd often pick our favorite and play it over and over. Now I can just go out and buy a new game whenever I want, cutting down the replay time of old games.

    3. Re:Old games by bertoelcon · · Score: 2, Funny

      I was 3 and after a few weeks of that my parents got a game genie.

      --
      Anything can be found funny, from a certain point of view.
  5. Resale by Grr · · Score: 5, Insightful

    What the article fails to mention is the underlying reason for this: resale. If a gamer finishes the game it is done, a coaster in a pretty box. If the game always has something left to do, whether in the form of downloadable content, achievements, replayability or open endedness, it will retain some value and not end up traded in for a new game quite so soon. The game resale market may seem pretty small (mostly because stores take a huge second profit margin on them), but add to that the number of copies lended to a friend or rented for the weekend. In the end significantly more people will buy their own box if it provides limitless enjoyment.
    In my opinion adding more value to a game is the most customer friendly way to do it. Far better than strong arming stores to not take trade ins or locking installations to hardware, creditcard and so on.

  6. MMO's Do have a ending.... by ATestR · · Score: 2, Interesting

    Depends on the MMO... The one I am currently playing has LOTS of endings... and also lots of beginnings. As with any good game or story, it is composed of a whole bunch of substories, each of which can (somewhat) stand on its own to some extent, within the framework of the overall game.

    --
    âoeAny society that would give up a little liberty to gain a little security will deserve neither and lose both.
    1. Re:MMO's Do have a ending.... by ijakings · · Score: 2, Informative

      Let me clear soemthing up for you just because the game hasnt ended, doesnt mean that there isnt an ending to the storyline. Fallout 3 with the Broken Steel DLC doesnt end, but it does have an ending to the main storyline of the game, and whilst there are side quests you can still do, if you havent done them, they arent a part of the main storyline.

  7. Small vs. big Ending by mseeger · · Score: 4, Informative

    The "ending" is not going out of style. But instead of one "grand ending" there are now more smaller ones. While reaching a big ending may be quite satisfying, not all players are able to achieve it with 20-40 hours of gaming time. So several small endings may help them to enjoy games more. If this is good or bad depends on the individual taste.

    I remember from my WoW-times, that killing Ragnaros or Lady Vashji (which were only small endings) for the first time was vastly more satisfying than any other game ending. Small endings does not mean small satisfaction.

    CU, Martin

    1. Re:Small vs. big Ending by GlobalEcho · · Score: 3, Funny

      instead of one "grand ending" there are now more smaller ones. While reaching a big ending may be quite satisfying, not all players are able to achieve it with 20-40 hours of gaming time. So several small endings may help them to enjoy games more.

      So, you're basically saying the new thing is tantric gaming?

  8. The first never-ending MMORPG by Max(10) · · Score: 4, Funny

    There is no real 'finish' to most MMORPGs.

    Duke Nukem 3D was one of the last multiplayer games to feature a cool ending. 3D Realms then decided to set a new trend of never-ending MMORPGs with Duke Nukem Forever. Playing other MMORPGs while waiting for the release of Duke Nukem Forever is the first never-ending MMORPG.

  9. Modern endings by lyinhart · · Score: 2, Insightful

    One big change in modern game endings is the fact that it doesn't seem like much of an accomplishment to finish a games. Games these days generally have mid-level checkpoints and infinite continues, so there's no satisfaction in reaching the end. You just feel like endlessly grinding to the end. Also, the concept of "completing" a game has changed. Whereas it once meant clearing all the stages in a game, completion might mean unlocking all the game content (e.g. 100% completion levels in Gran Turismo, or getting all the "achievements" in some titles).

    --
    Freedom is drinking a beer in the park when you're supposed to be at work.
    1. Re:Modern endings by Quiet_Desperation · · Score: 4, Insightful

      Games these days generally have mid-level checkpoints and infinite continues, so there's no satisfaction in reaching the end.

      For *YOU* there's no satisfaction. Other people have different attitudes about gaming. Me, I hate having to redo an entire level and by the time I get back to the point of fail, I forget what the hell I did wrong the first time.

      The archetype of that, for me, is the quadruple pillar jump in the first Tomb Raider. It was really twitchy, but doable as you figure out the precise sequence of moves. You fail and get sent not back to the entrance of the room, but about two miles away. You had to run back through a completely eventless set of corridors just to try the jumps again. I beat it eventually, but I wanted to hunt down every programmer of the game and punch them all in the face. That's fun? How can that, in any way shape or form, by even the loosest definition, be considered fun?

      Although even that can vary. With Batman Arkham Asylum, even if I beat an area successfully, I would sometimes think "I could have done that better" and go back and replay. But it's at *my* discretion. *I* decide what is fun for me.

      The end user should be treated as king by the developers. I want to save anywhere at any time. I do not want to be subject to someone else's Grand Unified Theory of Gaming Challenge, especially if it's someone whose career is games and they have forgotten what it's like to have a life and career where gaming is just a hobby and time is precious. If you don't like "save anywhere" then DON'T USE IT. Let those of us who have to answer a phone or go to the bathroom have things our way, too.

      I actually hope the next gen of consoles implement a system level game save, sort of like hibernate on Windows, where it just dumps the state of the machine to the hard drive, and it can power up back to that state.

  10. Gaming compared to other entertainment avenues by ultral0rd · · Score: 2, Interesting

    You can compare gaming to the movie and TV industry. Games designed with no end in sight are like TV shows whose life is controlled by the interest of the public, where other games with definite endings could be compared to movies. Sure TV shows do give you that feeling of really getting to grips with the characters and the story, and lore.. But who turns down a great Movie for that dose of fast paced intense action? If gaming with set endings ever came to an end, it would truly be a horrible state of affairs for the gaming world. IMHO that feeling of "clocking" a game should never vanish.

  11. This has nothing to do with "no ending". by f0rk · · Score: 2, Informative

    The article mentioned something about open ended worlds, score grindeing, and top scores.
    This has nothing to do with an ending. If a game has a story (MMOs excepted), it will most likely have a clear cut end of the story, but if you get a chance to continue after the end is a completely different thing. Its called replay value. Take Fallout 3 as an example, it has a clear cut end, but is has a DLC that unlocks gameplay after your done. This is not to continue the story, but rather give you the opportunity to extend and fill the gaps you miss if you don't do every side quest there is in the game. I would call it a rich story with the unfortunate side effect of having to much detail for the average gamer joe to be playable if mandatory.

    Most open ended games are like this.

  12. Divergence? by malkavian · · Score: 2, Interesting

    For some games, I can see that there's no need for an ending (the 'arena' styles). For many (personally, I'm an RPG fan, and love story), there needs to be an end. Or at least a 'volume end', where you can say a subplot has finished, though the world goes on.
    With DLC, I think it may well be that the world does carry on, and producers will make the longer episodic content where the 'end' of the main story still has the characters with 'loose ends' to tie up, and hints that more will be going on.. That will allow greater engine and world reuse, giving more content per release, and longer story arcs than possible with individual releases.
    'Ends' meet a nice psychological satisfaction point. You've seen the trials, tribulations and interplay that creates an end point, and you get to reap the rewards of your endeavours (so, multiple endings should be de-facto these days; play the way you want, and get the reward you deserve). You get the 'payoff' that keeps people striving for something. Nothing wrong with having sequential 'ends' and ongoing subplots, but in a lot of games, certainly for the story minded (which is quite a few), I don't think true 'endless' games, especially in single player, would work that well in the long term..

    1. Re:Divergence? by zerobytes · · Score: 2, Interesting

      I'd have to agree with you here. For me, gaming is all about the story and I have yet to find a story that I loved SO much that I didn't want it to end at some point. Harry should finally face off with Voldemort, Luke should finally face his father and save the galaxy, and Mario should finally find the princess. Preferrably, all this should happen before I turn it off because I feel it's wasting my life.

      It seems so many games nowadays will carrot you as long as they can until you leave the franchise in disgust or boredom rather than satisfaction. Kill it till it's dead then reboot or revive it till it's dead again. Wash, rinse, repeat. This zombie-like creativity in our producers AND consumers is unfortunate. There is nothing wrong with ending a good thing while it's still a good thing and then moving on to something better. Sadly, it is, of course, all about the amount of money that can be sucked out of our emotional attachment to a character or a world or a cause. Hence, teenagers and college kids are revolutionizing our industries because they haven't figured that out that it's all about the money yet. As they see it (and we should as well), there are still great undiscovered stories, worlds, and characters out there. We're just too scared or too lazy to explore them.

  13. Credit roll by DeanLearner · · Score: 3, Insightful

    Whatever happens, even if they stop doing it right now... I could be playing and finishing games 50 years from now and I will still wait for the credits to finish rolling on the off chance there is something at the end. I will no doubt get that awkward, "so.... do I turn the console off now then or?" feeling as well.

  14. But.. by symes · · Score: 2, Funny

    ..my ADHD stops from getting even close to the end of a

  15. My take... by Crock23A · · Score: 3, Interesting

    Video game endings have always been of interest to me. Ever since my siblings and I first starting Super Mario Bros. in the 1980s, that and subsequent game completions were fun to discuss and play around with. We discovered that turning the volume all the way up on the TV during the ending song produced a much different sounding song and purposefully annoyed the adults around. Then one of us beat Castlevaina 2: Simon's quest and I discovered not only that game endings could have awesome, uplifting music, but that there could be alternate endings!. The simple fact that there were 2 endings gave the game great value in re-playability. Fast forward to today and game endings have less of an impact. More emphasis goes to the 'completion' of a game, as in getting 100% achievements or the equivalent. You also have to factor in the cliff-hanger endings. Too many games leave it open to a possible sequel. As the area matures even further I'm sure things will continue to change.

  16. Stargate by phorm · · Score: 3, Interesting

    One of the things that was perhaps best for the Stargate Atlantis and SG-1 series was that they were fairly faithful to their "meme" throughout the series, and then came to a fairly definitive conclusion.
    OK, well actually in the case of Atlantis the wraith are still out there etc - which might leave room for a movie - but the series was "completed" rather than be allowed to trail off until it was just a murmuring gurgle as it was pulled off life support.
    IMHO, Atlantis was a fairly successful way to "conclude" one series (SG-1) and start another. There's a definitive relation between the two, and even cameos and intersecting plot-arcs, but the overall focus of the two series was different enough to lend it some uniqueness, and the characters were different between the two.

    Unfortunately SG-U seems to break-down because, while having a new setting and characters, it also tries was too hard to focus on some fairly tired memes and doesn't seem to have nearly as strong a plot base as its predecessors.

    1. Re:Stargate by pnewhook · · Score: 2, Insightful

      Love Stargete, and SGU is ok but I think it is trying way to hard to mimic the BSG look and feel.

      --
      Tesla was a genius. Edison however was a overrated hack who liked to torture puppies.
  17. Well how do you have an ending in a MMO? by khallow · · Score: 2, Interesting

    The only way I've seen it work is to end the game for everyone in the MMO. For example, there was a web-based MMO called "FaitH" that ran roughly 2000-2007. It was a real time strategy game where people had abstract kingdoms (the group was a "kingdom" and the individuals were "emperors", I kid you not) and launched various "attacks" on rival kingdoms. The game ran in cycles called "eras" about 2-3 months long. The goal of the game was to harm other players. You could receive points for growing big (that was a valid strategy), but most of the time, the real points were in hideously bloody battles (the bloodier, the better). At the start of an era, everyone grew up as fast they could. Then the middle stretch (which lasted most of the game) involved a long, brutal grind of coordinated attacks and spells (usually some sort of speed up or war boost) among members of the kingdom. Finally, there was "Chaos" (I'm not spelling it right) where score from anything bloodshed-related was doubled or tripled. A lot of stuff was saved up for that. Then the era end, scores were calculated, and a huge list issued of everyone who played - sorted by score. Shortly thereafter, a new era would start.

    A second approach was used by a web-based game called "Kings of Loathing", a parody of fantasy RPGs like WoW and Final Fantasy series. The player levels up, defeating more and more powerful monsters. At some point, they reach the final stage where the big boss (called the "Nasty Sorceress") is finally defeated and then the player reincarnates as a new player. As a reward, the player gets to keep a single skill permanently throughout the rest of their career (their stuff can be carried over, depending on the difficulty the player chooses).

    To be honest, I can't think of other natural ways to end a player experience in an MMO except to end it for everyone in a big bang or to have some sort of reincarnation as a new player with a little something carried over from the old character. The fundamental constraint of MMOs is that they want the player to come back and play again. If you play through and finish, then what's going to draw you back?

  18. Re:Half baked by delinear · · Score: 2, Interesting

    You probably already know, but there's a project to try and restore the missing segments of KOTOR2. I didn't play it so I don't know how bad it was or how good the restoration project is but it might help give you some sense of closure :)