Not so long ago, I wrote about Dragon Age 2. I read a lot of reviews of the game, and ended up liking it in spite of some of the things others mentioned that bothered them. Yeah, the same few areas were re-used over and over again. Yep, game was too damned short. And it sure would have been nice to get out of Kirkwall just a little bit more.
What bugged me most, and almost enough to wreck the game for me, was the tepid final act. The ending was abrupt and seemed forced, with characters behaving in ways that were supposed to be designed to make final choices difficult. The problem is, a good ethical/moral conundrum should not rely on all sides being equally unpleasant. “You're all jerks, but I hate this guy a little less, so we go with him.” That's not a well-written morality tale, it feels more like the attitude of the average apathetic American voter.
Don't give me that look, You know what you did. |
This isn't the first time that a game I've played has had an incredible buildup, only to let me down at the last moment. The most striking example I can think of is Fallout 3 (to be fair, I've played NONE of the expansions or DLC.) Throughout, Fallout 3 had an engaging experience, your choices seemed to matter and I was having a good time. Then, you get to the ending, and you are forced into a “this or that” choice, both of which aren't very good... and you can't even back out and decide later. I gritted my teeth, unhappy but resolved to see it through, and then got the ending. I'd beaten previous games in the Fallout series, and expected to see the consequences of my decisions and how they affected the world. Not so. The vast majority of the decisions I made turned out to be utterly meaningless as far as my ending.
This ruined the game for me, and is the reason I didn't continue on with any of the additional material.
War. War never changes. And neither does the ending, aside from 2-3 choices you made. |
Thinking back on it, a lot of the Final Fantasy games were like this, too... the ending got so weird that I disconnected with what came before and stopped caring about the story. What is it about so many modern RPGs that have great beginnings, great mid-game, and then completely fall apart somewhere in the Third Act? There are a few things that will utterly ruin a game if included in the ending.
- Radically changing your storytelling right at the end: This includes not only the “we're all in a dream/the afterlife/the matrix” or the sudden inclusion of aliens or magic “a wizard did it”, but establishing one kind of pace and one standard for player input for the game, and another for the ending. Talk about ruining suspension of disbelief.
- Huge buildup to a climactic conclusion, and insufficient closure before providing a cliffhanger. Cliffhangers are annoying enough in games, but they really rob the player of the experience if after hours and hours of struggle, there's no moment of “victory.” If you take away the feeling that a hero's fight accomplished something, who cares what happens next?
- Cardinal Sin: Do Not, I repeat, DO NOT let a character other than the one the player controls swoop in to be the deciding force in victory. If this ultra-badass is the real hero of the day, why did anyone else bother to show up? Thanks, I always wanted to play “unintentional sidekick.”
Almost everything listed above, in one game. The ending is somehow less comprehensible than being an underwater soccer star whose father becomes a Satan Whale. |
What games really infuriated you with a letdown at the end? Was there one in particular that everyone else seems to hate but you actually kind of liked the ending for? Let me know.
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