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."
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.
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.
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.
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.
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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.
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.
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
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.
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.
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.
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.
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..
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.
..my ADHD stops from getting even close to the end of a
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.
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.
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?
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 :)