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The Last of Us ending - Why developers need to remove choice from players sometimes

TLOU did not require choices. Was a nice focused narrative where I didn't even feel the desire to make choices. The game's story works as is.
 
I've always hated games with multiple endings and choices. Makes me mad because I can't be bothered to replay the games 5 times to see what I missed.

Why do I have to make these decisions? Just write a good story so I don't have to do your job.
 
I get where you're coming from with regards to The Last of Us. But this statement clearly misunderstands video games as a medium. Video games are directly interactive, so your comparison to gallery art is not relivent at all. No one expects a Picasso to be interactive, but everyone expects a game to be interactive in some way.It's then understandible that that interactivity could continue into the story. It's comparisons to other mediums (especially cinema) which are really holding back video games.

Of course story interactivity doesn't just mean choices. It can mean not taking control away from the player to tell a story.

Nothing is "holding back video games." We have cinematic games, we have "visual novels," we have the "walking simulator" genre, we have puzzle games, etc. There are games where story telling is the primary artistic endeavor to others where story telling has nothing to do with artistry. There are endless opportunities for expression. If you are going to make a story-centric game, though, you can't do it with a bunch of branching path, choose your own adventure stuff.

Games can be fun in the same way movies can be fun but not considered thought-provoking art, and that's just what most of the profitable games are (Call of Duty compared to, say, The Avengers).
 
multiple endings is one of the biggest reasons why, in general, gaming is notorious for laughably bad stories.

No one takes "choose your own adventure" novels seriously, so why would they make exceptions for videogames?

Of course, games don't have to be serious, but the ones that try to be need to take a hard look at how The Last of Us handled things.
 
What i mean is, that just because a game has a strict narrative and well written (and only one) Ending, that doesn't mean that all games should follow a rule of taking choice out of the player, OP (and you) makes it sound like quality suffers from giving choice, which is flat out wrong, quality suffers from poor writing.

Games are an immersive, interacting medium, stories in games are fine, but taking away from the player is counter productive for the medium.
Sorry you just sound threatened because not all games give choice to player. Nobody said all games should be like TLOU and frankly it's boring that every time there's a thread on a specific game be it open world, linear, online, offline someone has to pipe up about the "dangers" of all games going that way. There's always been lots of variety and honestly this kind of concern just sounds empty and without cause to me: concern where there's no need for concern.

By the way I've yet to play a game with narrative choice that equals a linear narrative. It just doesn't work to the same level of excellence in practise. To create a branching narrative of equal excellence would almost certainly require more skill than a linear narrative so the odds are against it. Not only that the more open the choices for the players the looser the narrative becomes to the point you've got something like Red Dead Redemption introducing a "ticking clock" narrative device them immediately allowing the player to ignore it. Great game but lesser narrative than TLOU as a result with its own ending eroded by endless sidequests and uneven character development.
 
multiple endings is one of the biggest reasons why, in general, gaming is notorious for laughably bad stories.

No one takes "choose your own adventure" novels seriously, so why would they make exceptions for videogames?

Of course, games don't have to be serious, but the ones that try to be need to take a hard look at how The Last of Us handled things.

No I think there are other factors that hold games narratives back other than multiple endings. Bad use of multiple, choose your own adventure, endings are definitely worth laughing at, but I think there certainly are some games that handle multiple endings well. For example, even though I used Spec-Ops as an example of flawed narrative design in this thread earlier, it handles multiple endings really well and there are, I think, 5 endings, none of which are extremely heavy handed in saying here is the time to pick what you get, i.e. Mass Effect. They felt like natural consequences to choices and play with the expectation of the player's win/fail states.
 
EDIT: Wrong thread, oops. :p

But since I'm already here, I might as well give my two cents: I've got nothing against multiple endings, but like some others have said, I also star worrying way too much about which ending I'll get, whether it's the better or most "complete" one and that kind of takes me out of the game somewhat, except for games where the ending doesn't really matter like in the Souls series (they're all so brief, so...). So given the option, I prefer games with a single ending, or at least a "true" ending.
 
If there were multiple choices over the course of the game, I would be fine if the ending let you choose, but suddenly telling the player "NOW YOU MUST CHOOSE!" when I never had to make a choice previously in the game is lame.
 
Totally agree with this opinion and have for years. Giving gamers "the choice" often delutes the overall story. I realize games are interactive , but sometimes I just want something straight forward
 
For me, I read or watch stories with the purpose of watching other characters and the decisions they make, in hopes of learning something new that'll in turn affect my real life decisions.
 
The ending to the last of us was unhappy?

Part of the reason I loved the last of us so much is that I resonated with Joel so well. I cant think of a choice he made in that story that I wouldn't have made myself.

Telling a story with greater player choice usually winds up with people enjoying the same story but thinking they have had an effect on the outcome. (mass effect)
 
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