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The "bad ending" needs to die

_Ryo_

Member
I really enjoy the bad endings in the Shenmue games.

Man, Shenmue has so much secret scenes and content it is mind blowing.
 
I still say Persona 4's "bad ending" is a more interesting end to the plot (as revealed to that point) than the eventual good/perfect endings, which IMO take away a lot of the more interesting parts of the story and turn it into something far more generic and commonplace.

Are you one of those people think that
Nanako should have stayed dead?


Because if so I agree wholeheartedly. Major conflicts lose tension when there are no casualties, complications, or consequences
 

plufim

Member
I think bad endings should allow you to skip back to mid game to fix your mistake. Don't force someone to play the whole game again at least
 

Mathieran

Banned
I don't mind if there are multiple endings as long as it is isn't too much of a burden. to get the "best" ending. Of course it should also feel like an accomplishment, though. It's a difficult balance to strike.

I will use Batman: AK as a bad example of how to handle it. In order to get the best ending you have to 100% the game including getting all of the riddler trophies which, imo, is pretty ridiculous.

I also don't mind if it's just a matter of choices you make resulting in different outcomes, like The Witcher 3. It adds some replayability. Although I always have a hard time making different decisions since I always make the decisions that I most identify with, but that's a personal problem.
 

Seik

Banned
Vanguard Bandits got me fucking pissed in my teenager years.


All this time and work only to get possessed and kill your entire team. :(
 

SilverArrow20XX

Walks in the Light of the Crystal
Yeah. I actually started playing Final Fantasy X-2 recently and after I play a while I always watch let's plays to see other people's reactions to the part I just played, so in doing this for this particular game I learned there is a fuck ton you have to do to, in order, very specifically to get the true endings. I have restarted the game 7 times from the beginning so far bc I always find out I missed something when watching the lets play

Skip reading some tutorials? Gotta start over.
Don't heal via Moogle at the start of the game? Start over
Skip a cut scene? Start over.
Don't get chest every chapter? Start over.

Game annoyed me to no end. I mean, it was already pushing it with the battle system, randomly voiced characters, mission style gameplay and limited exploration, so with the very pedantic requirements to get the true ending I just gave up. Nope fuck that shit.

You know all your percentage progress carries over to New Game + right? On additional playthroughs, you can just do stuff you missed before to get the 100% ending. You can earn some extra percentage points by choosing the other path at that Youth League, New Yevon split too.

It's only really bad if you do it all in one playthrough.
I did it in one playthrough. Fuck replaying a game that long.
 

ULTROS!

People seem to like me because I am polite and I am rarely late. I like to eat ice cream and I really enjoy a nice pair of slacks.
I just don't like bad ending trophies coz well... I kinda have to get out of the way to do such ending and it's painful to see a bad end.
 
Given that game completion trophy percentages are tiny anyway, I refuse to believe that "replay value" is relevant at all with most gamers.

Make your endings wrap up the story you intend to tell on the first play through. In The Witcher 3 for example there are multiple endings but none of them are "bad", they are just the story you chose and all of them seem satisfying.
 

orient

Neo Member
They're fine in some games: if the conditions are clear, the game saves before big decisions, the "bad" ending(s) is more of an easter egg etc. But in general I agree with the OP -- I don't like replaying games unless I haven't played it in years, so making me play something again to get the "true" ending (anything more than a few hours) is extremely unappealing to me and feels like a waste of time. Watching it on YouTube is not a good solution.
 

valkyre

Member
Nonsense.

What needs to die is hyperbole, especially Gaf Hyperbole...

Bad endings are fine if the story supports it...
 
No OP, get out of here with that "Press A to Awesome" mentality.

999's bad endings are awesome, and so are Shadow of Memories' or SH1. VLR was better from a gameplay perspective though, but those weren't really bad endings.
 

_Ryo_

Member
You know all your percentage progress carries over to New Game + right? On additional playthroughs, you can just do stuff you missed before to get the 100% ending. You can earn some extra percentage points by choosing the other path at that Youth League, New Yevon split too.

It's only really bad if you do it all in one playthrough.
I did it in one playthrough. Fuck replaying a game that long.

I'm not playing what is most like a 100plus hour long game multiple times to get a true ending. It's not a fair system at all. To get the most of it you absolutely must 100% it the first play through with a guide, or else be forced to replay immediately.

Fuck.
That.
 

dock

Member
I got Rolo to the Rescue as present from my mum on my 13th birthday.
I played it all day.

wfZHnHe.png


This was the ending I got. :|
 

2+2=5

The Amiga Brotherhood
I got Rolo to the Rescue as present from my mum on my 13th birthday.
I played it all day.

wfZHnHe.png


This was the ending I got. :|

Wow that's really... good!
It makes you feel bad and tells you why you got that ending implying there's a better ending.
 

mcz117chief

Member
I much prefer good endings. Good endings make you feel good and I like to feel good. I only like bad endings when there is an obvious continuation of the story like in Final Fantasy XIII-2. So a bad ending is there to motivate me and make me care about the rest of the story, so having a bad ending in a middle of a trilogy is ok as long as I can get a happy ending at the very end.
 

SomTervo

Member
Bad ending possibilities aren't necessarily bad, but Revelations 2 is definitely one of the worst in terms of execution. The story itself is fine, it's how it's handled that's heinous.

1. The one 20-second sequence which determines whether your entire 5-act game is "good" or "bad" is ambiguous - it's easy to do the "bad" thing because the action seems completely logical and fits everything that came before in gameplay (IIRC it's like pick up a gun and defend yourself).

2. There's no indication that your actions impact the ending, let alone the story at all, anywhere in the game. You can do this whole scene without knowing it's a branching moment. They don't state it anywhere. I finished the game with my GF and we just thought "well that was depressing" and it wasn't until a week later i found out we got the bad ending - that i found out there even IS a good ending!

This is like the opposite of Telltale and Dontnod games where little things pop up all the time saying "Jimmy will remember that" or "This action has a consequence" etc.
 

Ogawa-san

Member
I completely disagree.

Bioshock and Dishonored are two wonderful examples of "bad" endings.
Canonical bad endings can be good. I liked those. I thought FFXIII-2's was awesome and it ended badly for everyone involved.
Hell, the protagonist dies at the last cutscene.

The "this bad ending isn't real, you messed up somewhere, do over for the real one" tone is what stings, especially when the choices you had to make don't make much sense.
 

Shinjica

Member
OP should have picked valkyrie profile: Lenneth as a good example of bad ending. The good ending in that game is impossible without a guide
 

Manu

Member
2. There's no indication that your actions impact the ending, let alone the story at all, anywhere in the game. You can do this whole scene without knowing it's a branching moment. They don't state it anywhere. I finished the game with my GF and we just thought "well that was depressing" and it wasn't until a week later i found out we got the bad ending - that i found out there even IS a good ending!

You don't think
giving you the option to pick up a gun to save your friend with a character who's got a crippling fear of guns
would affect the story/ending?

Play Final Fantasy X-2 to see examples of actual random shit affecting the ending.
 

Myze

Member
I don't know if they changed it on the PSP, but the original Persona (Revelations: Persona) "bad" ending happened if you didn't respond to a particular set of questions in a specific way.

It's been a long time, but I seem to remember that if you "missed" the questions, you would get the ending and miss out on a really large portion of the game. (I don't remember the scenario, but for some reason it's stuck in my head you had to answer "I don't know" at one point, or you get the bad ending.)

While it was kind of cool, Castlevania SOTN was another one where you could literally miss out on half the game.
 

KORNdoggy

Member
i don't see them as "good" or "bad" endings. they're just "your" ending. if you're a douche in a game, then you'll get an ending fit for a douche. lol

i like that my actions alter a story. and the less obvious those choices are the better.
 
I know most people hated it but I actually really liked the 'bad' ending for Prince of Persia reboot, more so given that was the only ending until they released that Epilogue DLC. Thought it was quite a brave thing to do and it's definitely stuck out in my mind (which is more than I can say for the rest of the game, can't remember a thing)
 

Cyborg

Member
I want 1 ending, Im not a fan of multiple endings but thats my personal opinion. I think developers do that just to have more options for a sequal.
 

Z3M0G

Member
The thing I hate the most is where it is mandatory to play through a game more than once to get the "real" ending.
 
I got the bad ending in TW3, It seriously dampened my mood after playing such a wonderful game, and the decisions weren't even that clear which is good and which is not. Left a bad taste in my mouth.
 

Lagamorph

Member
I don't mind there being a bad ending so long as there's a good ending as well, but at the same time I think that there should be quicker/simpler options for getting the other ending in some cases.

Stuff like Revelations 2, the way to get the different endings should probably be somewhere towards the end since it's literally a single thing that makes the difference.

Something like 999/Virtues Last Reward though, I can totally get behind having to replay the entire game to get the alternate endings, because the actual game plays out entirely differently.
 

SomTervo

Member
You don't think
giving you the option to pick up a gun to save your friend with a character who's got a crippling fear of guns
would affect the story/ending?

Nope. In any other game where this happens it would be a moment of character development - easily imaginible in an earlier RE game, or just like the first time Ellie uses a gun in TLoU.
If you're not aware the story can even branch in a game, then you have no reason to think this moment CAN impact anything.

I played the whole thing co-op with my partner and the vibe we got was that she was picking up a gun for the first time to save someone important. That seemed like the story. It made sense and fit the slightly trite storytelling RE has always had. So we did it without a second thought.

On top of the meaningful aspect of the decision, there's the mechanical one. Videogames train you in their mechancs. Theoughout Rev 2 you're trained (at least partially) to take guns, hold them, and shoot enemies. So when the game presents you with a story moment when your only visuble option is to take a gun and shoot something, and there's no indication of choice otherwise, you'll do it.

I'm sure your FF example is bad too but that doesn't excuse a big signposting mistake in Rev 2. (For the record i fucking love Rev 2 and it is one of my favourite co-op experiences. This ending thing doesn't even bother me - it's just objectively flawed design.)
 

Red Hood

Banned
I completely disagree.

Bioshock and Dishonored are two wonderful examples of "bad" endings.

While BioShock is one of the best games I've ever played, I disagree. I mean, the endings themselves are good, but the way they come to be isn't in my opinion. It's very binary, and harvesting the first little sister and then rescuing all the other 20 still nets you a bad ending. In a way even ironic and hypocrite, since Tenenbaum keeps on yapping about sorrow and redemption, but apparently that doesn't count for you and then the game "punishes" you for it.

It would have been much better if it was done gradually.
 

nOoblet16

Member
Bad ending possibilities aren't necessarily bad, but Revelations 2 is definitely one of the worst in terms of execution. The story itself is fine, it's how it's handled that's heinous.

1. The one 20-second sequence which determines whether your entire 5-act game is "good" or "bad" is ambiguous - it's easy to do the "bad" thing because the action seems completely logical and fits everything that came before in gameplay (IIRC it's like pick up a gun and defend yourself).

2. There's no indication that your actions impact the ending, let alone the story at all, anywhere in the game. You can do this whole scene without knowing it's a branching moment. They don't state it anywhere. I finished the game with my GF and we just thought "well that was depressing" and it wasn't until a week later i found out we got the bad ending - that i found out there even IS a good ending!

This is like the opposite of Telltale and Dontnod games where little things pop up all the time saying "Jimmy will remember that" or "This action has a consequence" etc.
While I agree with you more or less, the bolded is actually a good thing if done well. To have choices without telling people they have choices and executing it well is fantastic and 100 times better than "do these obscure things throughout the games to get the good ending". Or Telltale's "Person X will remember that" for dialogues that have effects later while everything else is inconsequential. Because of this you can have dialogues where the other person "should" remember the conversation due to it being the natural thing, but they don't because that's not what the game wanted.

Black Ops 2 did it and it was amazing because it made a fool of me for doing what I was accustomed to doing i.e. shoot the guy when the npc says so because that's what you are accustomed to, but you can choose to not do so and change the story. Then there's a mission where you are chasing a guy with a hostage which can either end up in you catching up to him or end up in him leaving which means you have to follow it up with a rescue mission that you wouldn't have needed to do had you caught up to him. But here's the best part about it, eventhough I didn't catch up to him it felt completely natural and I assumed that's how the story was suppose to progress.
 

Kataploom

Gold Member
I'm with OP because of the same reason, also, because I only play a game campaign once and almost never comeback. Games with multiple endings seem tedious to me tbh
 

Greddleok

Member
I still say Persona 4's "bad ending" is a more interesting end to the plot (as revealed to that point) than the eventual good/perfect endings, which IMO take away a lot of the more interesting parts of the story and turn it into something far more generic and commonplace.

You're completely right. The bad ending is Persona 4's best ending. While I liked the feel good "real" ending, the hollow feeling you get from the bad ending is not something that games ever do. It actually makes you question everything you've done, and whether lashing out is the best option.
 

zer0das

Banned
It really depends on how it is done. The bad endings (there are a lot of them) in STALKER got me to replay the game multiple times, and it made me appreciate the story and atmosphere a lot more. Although there have definitely been bad endings that have made me really mad too.
 

SomTervo

Member
While I agree with you more or less, the bolded is actually a good thing if done well. To have choices without telling people they have choices and executing it well is fantastic and 100 times better than "do these obscure things throughout the games to get the good ending". Or Telltale's "Person X will remember that" for dialogues that have effects later while everything else is inconsequential. Because of this you can have dialogues where the other person "should" remember the conversation due to it being the natural thing, but they don't because that's not what the game wanted.

Black Ops 2 did it and it was amazing because it made a fool of me for doing what I was accustomed to doing i.e. shoot the guy when the npc says so because that's what you are accustomed to, but you can choose to not do so and change the story. Then there's a mission where you are chasing a guy with a hostage which can either end up in you catching up to him or end up in him leaving which means you have to follow it up with a rescue mission that you wouldn't have needed to do had you caught up to him. But here's the best part about it, eventhough I didn't catch up to him it felt completely natural and I assumed that's how the story was suppose to progress.

You're right.

My argument only really holds water when in the light of 'Revelations 2 executed the whole idea badly".
 
People tahm bout bad ending good endings? Play Cave Story then come back here and tell me that shit isnt awful. The shit you gotta do to get the "good" ending is fucking ridiculous. The game makes a bunch of mentions throughout the game (pretty clever ones) but to put it all together in 1 playthrough. I doubt it.
 

myco666

Member
Yeah, it sucks when that happens. However, RE Revelations 2 was probably the worst possible example to bitch about when it comes to "bad ends" due to how absurdly easy and fast it is to change. OP should have picked a real example of it being done poorly.

I don't know about fast considering you need to play entirety Claire and Moira part of Episode 3 and entirety of Episode 4. Also that doesn't change the fact that the execution is bad.
 
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