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The "bad ending" needs to die

pablito

Member
I just deal with the ending I get and watch the others on YT. Then if I play the game again, try to get the ending I want.
 
sorbad-3.gif


But bad endings are great.
 
J

JeremyEtcetera

Unconfirmed Member
If you take them away, at least keep cool game over screens.

Ei6JBhB.png
 

Eumi

Member
Yeah how dare video games take advantage of the greatest narrative tool they have over other mediums!

Seriously though, bad endings are fantastic. Obviously they can be done poorly but nothing beats seeing "Game Over: You Fucked Up".
 

Jawmuncher

Member
I like how souls does it where every ending feels satisfying, and the other ones are worth going through ng+ to get.

That's totally just personal taste there. Every souls game I have beat ending wise has been a shrug of the shoulders. Overcoming the task was the better ending than any ending I ever got in those games.
 

dhlt25

Member
I don't mind bad ending if it's done well. The worst offenders are VN, bad endings just for the heck of it, some of the ending make no sense based on the choices you made
 
I've always felt bad endings are extremely easy to avoid in most games, so the only explanation I can come up with for getting such an ending is simply not paying attention to any of the story, in which case what does it matter what the ending is like?
 
I like bad endings being there as a way to make you play again and do things differently and better to get the normal and the best ending.

I really can't understand the logic that someone is going to play through the exact same game again and make a different dialogue choice or something to change the ending cinematic, and that this adds "replay value." Literally nothing during the game is changing.
 

aett

Member
The Zero Escape games wouldn't work if not for bad endings.

EDIT:

I really can't understand the logic that someone is going to play through the exact same game again and make a different dialogue choice or something to change the ending cinematic, and that this adds "replay value." Literally nothing during the game is changing.

In order to get the best ending in 999, (big spoilers!)
you first have to get a certain "bad ending" and then replay the game making all of the opposite choices. These choices, combined with your memories of the other path, allow the good ending to happen.
 
I remember playing Silent Hill on PS1 and getting a bad ending.

I looked up what I had to do to get the good endings and played it again only to get the same fucking ending as before. I was so pissed off with it I gave up entirely. It's probably in part why I never played any other Silent Hill game since.

I agree with OP. You shouldn't be punished with a shitty ending just because you didn't research the arbitrary bullshit the game secretly requires of you. The only game with alternative endings that I can think of that did it well is Bloodborne, but only because every ending brings closure in one way or the other.
 

hatchx

Banned
So, are endings that are good but not the 100% best ending still considered bad endings?

I like how the Metroid Prime trilogy handled it with the 100% ending additions. I also liked how Silent Hill did it, because it was kind of worked into the style of storytelling and gameplay.

I think it depends on the game. What you are describing OP in Revelations 2 (havn't played it) sounds annoying. The stories in RE games are usually pretty awful anyways.
 
The Zero Escape games wouldn't work if not for bad endings.

EDIT:

In order to get the best ending in 999, (big spoilers!)
you first have to get a certain "bad ending" and then replay the game making all of the opposite choices. These choices, combined with your memories of the other path, allow the good ending to happen.

Yes I got every one of those bad endings. Upon further reflection and calming down from RER2 having a cheap ending....


I haven't played Revelations 2 but it almost sounds like what you are describing is a poorly telegraphed ending, in as much as it doesn't sound like you were asked to make particularly hard choices which foreshadowed a less than ideal outcome for your chosen branch of the narrative.

"Bad Endings" aren't inherently bad and done well (see: Spike Chunsoft games, Silent Hill 1-4) they provide real dramatic impact to the choices you make in the game and points out that you have to really, really earn that happy ending by paying attention while you unravel a mystery. Seeing them go away forever would severely hamstring creatives from adding true consequence to the player's agency.

I mean, I wasn't particularly upset that I got the bad endings for Metal Gear Solid, Chrono Trigger, or caused a partially bad ending in games like Fallout 1/2, Final Fantasy VI, etc. Because I realized immediately the choices I made that produced those outcomes, so the replay didn't feel like a chore since I still adored those games and replay rewarded me with more than just a slightly better ending.

I agree that if you feel like you had to scan an indexed FAQ for an obscure 'hey if you don't do this random, easily missed thing midway through the game you get an awful ending' then it's fair to feel cheated by a crummy ending. And if replaying the game just to flip that bit in the game state to get a satisfying ending isn't what you want to do, I doubt even the good ending will feel very earned because it's possible the rest of the game plays out exactly the same.

tl;dr the game's writing and structure actually has to pivot around bad end/good end choices and not simply be a 'did you leave the lights on?' kind of triviality.


This is more accurate to how I feel about this situation (not with every game but there are exceptions that could have them). To me it just seems that if it's clearly telegraphing the road you are going down, it's an alternate ending not a "bad" ending. Bad endings are usually if you miss something, did something you weren't supposed do, or didn't so something you were supposed to.
 
The only one that well and truly annoyed me was Dishonored's "bad" ending. Way too much shit too manage to keep your chaos level in check.
 

Simbabbad

Member
Then just fucking watch it on youtube and let the people who enjoy these things have their fun
First post got it right. OP is a pure entitlement post.

Yeah how dare video games take advantage of the greatest narrative tool they have over other mediums!
This, too. I can't imagine, say, Pandora's Tower without its different endings. The game revolved around them and it was amazing.
 

jacobeid

Banned
OP, I don't get your mentality.

Stop calling it a 'good' and 'bad' ending.

Just play the game and enjoy *your* ending and your experience with the game.

We should hand around copies of 'A Portrait of the Artists as a Young Man' around here. I can't believe people want developers to do less in regards to this.
 
I mean seriously who thinks these are a good idea? I just beat Revelations 2 and got the bad ending. How the hell am I supposed to know I'm supposed to do something in chapter 3 to get a "good ending?"

I'm not sitting here reading what to do with an FAQ every step of the way as that kills the enjoyment of the game. As a result, the ending I get is weak and unsatisfying, and I have to look up the real ending on youtube. I shouldn't have to do that. I feel happy and relieved beating a end boss and it should give me the payoff in game damn it.

What does this add to a game experience other than serving no other purpose than to make it worse? I mean it's right there in the name of it, "BAD ending." As in, making the game worse. RER 2 isn't the only offender either just the most recent to piss me off.
What? Bad ending doesn't mean bad as in "worse quality". It means bad as "wicked or evil, morally reprehensible"

The bad ending is usually the fucked-up depressing cycnical ending. Usually because of your actions or non-actions throughout the game. So I guess, don't be a immoral/bad guy in games with choices and you won't get the bad ending?
 

Ubernube

Member
Me thinks OP would just love Drakengard 1. That game gives you the best ending straight out and gives you worse and worse endings for even thinking you can get a better one.
 

kamineko

Does his best thinking in the flying car
On a serious note, the bad ending for Revelations 2 is the only opportunity to see the substantial
danger/power of Alexis

I think the good ending works better (even if it is less uplifting) when you see what Natalia
is carrying within her
.

I felt like the intent was for players to see both endings. That's why the fork is near the end of the game, so players can do so with little hassle.

But yeah, if it isn't interesting to you, I can see why you wouldn't want to bother.
 
OP, your interpretation of "bad" ending is... mind boggling.

I hope games continue to have multiple endings. Including bad ones.
 

neerg

Member
We should hand around copies of 'A Portrait of the Artists as a Young Man' around here. I can't believe people want developers to do less in regards to this.

Not wanting them to do less, but do it better. Tying the ending to a quick time event that has no hint of possible consequence is a shitty way to do things.
 
But those are the best endings in hentai games, aren't they?


Seriously though I'm all for multiple endings, bad, good, neutral, ambiguous, whatever. If anything it means your choices actually affect something in the game.
 

MAtgS

Member
Maybe you should read what is written on the screen :) During the QTE scene it you show a prompt to switch character. It's there for a reason. Maybe you are also a bit impatient? Just replay the chapter the correct way to update your save file.

I love game with different endings. It adds replay value.

It's not like the game tells you WHY you need to do the QTE one way & not another. It present the player with an option to choose with both options seemingly viable.

& you effectively have to replay HALF THE GAME over again just to see the other ending.
 

PsionBolt

Member
And like, why we still got game overs, am I right? Why should I have to watch my character die just because I pressed the buttons on the controller in the wrong way? It's total bull. Like, I paid money for this game, man! Who buys a game and then wants to not win? Developers really need to get with the times and stop making games that you can lose. I'm not a loser, so whenever a game kills my character, it's always totally unfair, and frankly bad game design.
 
What? Bad ending doesn't mean bad as in "worse quality". It means bad as "wicked or evil, morally reprehensible"

The bad ending is usually the fucked-up depressing cycnical ending. Usually because of your actions or non-actions throughout the game. So I guess, don't be a immoral/bad guy in games with choices and you won't get the bad ending?

I'm talking about an ending that is a throwaway "you lose" type ending that happens because you fail to meet a certain type of invisible check or checks throughout the game that will be secretly thrown at you. It's not canon, there isn't much effort put in it, you didn't really do anything to directly make it happen. Literally in RER2 it's a difference between a 60 second clip and a "noooo," or an 8 minute feel good wrapping up of the story. I think one definitely qualifies as worse quality.

If it has just as much effort, is just as plausible and just as thought out, it's more of an alternate ending imo. But maybe I'm making a distinction that isn't there.
 

Shauni

Member
The good ending was a real proper ending. I guess I don't have as much of a problem if a bad ending is just a negative ending but it needs to be just as valid, fleshed out and thought out. I seriously doubt
Alex Wesker is coming back in Natalia's body is now canon.
It can't just be some 30 second throwaway clip that might as well say "you lose."

And if you want to have a negative, non canon ending, at least make that the harder one to reach. Most people will want the real ending.

Er,
you might want to go back and watch the good ending, paying close attention to the very end. I'm pretty sure it is canon, just in a different way

I enjoyed it too but in the end

villain still kinda got what they wanted or did they? Haven't played little miss yet

They did, yeah, but I think it sets up Rev 3, or maybe even RE7, in a really good, subtle way. I dug it, but it's clearly not the end end, you know.
 

kamineko

Does his best thinking in the flying car
& you effectively have to replay HALF THE GAME over again just to see the other ending.

This is incorrect. The save retains whatever your last result was, so you only have to replay Claire's part of episode 3, then go back to episode 4 for a different experience.
 
I can see where OP is coming from, in a sense. Bad endings that are just weak endings don't really deserve a place in the game, and add nothing meaningful to the experience.

However, there are "bad endings" that are actually meaningful to complete, either because they add more to the story or are simply strong endings. If any game has a "bad ending", then that ending should strive to be at least one of those two things.
 
I'm talking about an ending that is a throwaway "you lose" type ending that happens because you fail to meet a certain type of invisible check or checks throughout the game that will be secretly throw at you. It's not canon, there isn't much effort put in it, you didn't really do anything to directly make it happen. Literally in RER2 it's a difference between a 60 second clip and a "noooo," or an 8 minute feel good wrapping up of the story. I think one definitely qualifies as worse quality.
That just sounds like a poorly designed game, rather than a specific problem with an ending
 

Bakkus

Member
I don't think it needs to die. HOWEVER, getting the bad ending in a game dozens of hours long with no prior knowledge of different endings and having to replay the entire game if you want to get the good/alternative ending needs to die.
 
Until Dawn was awesome in this regard. It was fun getting the bad ending by killing off all the kids, and satisfying as fuck replaying them and saving them all.
 
Good implementations of bad endings:

- The game offers clear choices that influence the outcome (Myst, BioShock)
- The kind of ending you get depends on your game completion rate (Metroid, Kingdom Hearts)
- The bad ending is tied to optional content (Chrono Trigger) or is just the less good ending with a better one gated behind optional content (Metroid and Kingdom Hearts, again)
- The game offers you a joke bad ending (Golden Sun, Super Paper Mario)
- It's unclear which ending is the good one and which one is the bad one (Demon's Souls/Dark Souls/Bloodborne)

Bad implementations of bad endings:

- The type of ending you get depends in any way on doing something excessively obscure (FFX-2, OP's example) (this is also true for literally anything in a game except for Easter Eggs)
 
This is incorrect. The save retains whatever your last result was, so you only have to replay Claire's part of episode 3, then go back to episode 4 for a different experience.

Holy crap I didn't know this.

I can see where OP is coming from, in a sense. Bad endings that are just weak endings don't really deserve a place in the game, and add nothing meaningful to the experience.

However, there are "bad endings" that are actually meaningful to complete, either because they add more to the story or are simply strong endings. If any game has a "bad ending", then that ending should strive to be at least one of those two things.

Yes thank you.

OP I officially curse you to always get a bad ending until the day you die.

lol :(
 
I agree. There shouldn't be an ending that is unanimously seen as being lesser in quality.

However most of the time people usually refer to bad endings as the ones that you get when you are a bad person.
 
that was the "bad" ending?
i loved it.
thought it was so dumb it was great.
Also bad endings should stick around, otherwise wheres the final set of consequences for player actions?
 
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