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Some Thoughts on Unsatisfying Endings

This post is not about Mass Effect 3, although that’s the game that set me off here. (Still, there are ME3 spoilers here, so consider yourself alerted. This piece also has spoilers for Dragon Age: Origins, Heavy Rain, Hamlet, and Fallout: New Vegas.)

The noise in my head has to do with much more than simply Shepard’s story arc and the disappointment of unmet expectations. I plan to visit two areas in this piece: happy vs. tragic endings, and the problems inherent to multiple story endings. But first a few words of setup.

I intended to finish ME3 this morning and spend the rest of the day furiously editing my vacation movie. (After two days of work I’m only 25% done.) Instead I’ve spent all day brooding and reading things online. The ending of ME3 has affected me in profound ways, mostly because it has set me to thinking about stories in general, and in particular their endings.

As the author of four novels (and dozens of stories) and avid consumer of interviews with authors, I can confidently say that no one takes the ending of a story lightly. Some writers don’t plan it all out beforehand, but most of us have a pretty good idea how things are going to turn out when we start the journey.

The crafting of a video game story is obviously a different creature than a novel or film, but we don’t want to take this notion too far. There are many inherent similarities, and (even though I’ve never written a game) I believe the two processes require the same basic skill set: Creation of likable characters, good sense of pacing, ear for believable dialogue.

The other key ingredient to quality storytelling is purpose. Why is your story worth telling in the first place? (Alas, most who tell stories don’t really bother with this question and thus we drown in a sea of mediocre re-hashings of the same few plots and characters, with no worthwhile emotional or philosophical impact.)

Good Feelings and Bad Realities

Some people have dismissed the complaints about ME3′s ending as whining from people who feel entitled to happy endings or elaborate epilogues. Obviously this is unfair, and I thank Ross Lincoln for effectively explaining why. (The Extended Cut has repaired some of the damage but left other bits dangling.)

What ME3 lacked more than anything was an ending of appropriate scale and satisfaction. I’ll explain what I mean in a moment, but first I want to wrestle with the question: Do we deserve happy endings?

To be sure, most of our civilization’s greatest fictional works have been tragedies: Hamlet, Mabeth, Romeo and Juliet, Things Fall Apart, The Bluest Eye, The Metamorphosis, Antigone, Death of a Salesman, Streetcar Named Desire, and so on. These works demand that we peer into the void of human weakness and depredation, to confront the evils inside us and prevent them from reducing us to the characters’ fates.

But humans also persevere, and we need art to remind us of this fact. Therefore we must not forget the essential triumphalism of stories like The Tempest, A Raisin in the Sun, To Kill a Mockingbird, and Star Wars. Ancient epics like Beowulf and The Odyssey have survived because they celebrate victory and remind us of what’s possible in our best moments.

We can’t say that ME3 failed to do this, but Brent Knowles, who was lead designer for Dragon Age: Origins and one of the “old guard” at BioWare for ten years, said: “life in general is full of s****y stuff happening all the time. When I invest a hundred hours into a game I need to walk away feeling like a hero”. We may not be entitled to happy endings, but we humans certainly deserve heroic endings on a regular basis.

Now then: Does every game need to have a heroic ending? This brings us back to purpose. If you’re not going to give us a heroic ending, especially after requiring an investment of more than ten hours (in the case of the Mass Effect games, most of us have put in 100 total — or more), you better have a good goddamn reason.

If your purpose is (as in, say, Special Ops: The Line) to challenge our conception of heroism or heroic gaming adventure, then you have some leeway. But if you’re just screwing with the formula for the sake of being different or unexpected, that’s a really dumb reason to leave us feeling so drained.

Otherwise, why not give us some deep satisfaction for a job well done? After all, successfully completing a video game is a challenge overcome by its very nature, so why shouldn’t we get some kind of visceral reward for it? Why punish us with a mediocre finale after we’ve travelled so far down your road?

The Multiple Manifestations of Meh

These days the fashion is to simply avoid the question of how to end the game altogether. Instead, modern developers love to give us a variety of endings, brought about as a consequence of our actions during the game.

Sometimes this works and sometimes it doesn’t. Usually it requires a main storyline which won’t change either way (as in Dragon Age: Origins, wherein the Blight is soundly defeated), or a series of epilogues which describe the fate of various factions (as in Fallout: New Vegas).

The advantage of the latter is that it does away with the silly notion that there is a single story, and this is perhaps the most important point I wish to make: When a game allows multiple endings, it relinquishes its ability to tell a story and instead merely creates a quantum experiment in which gamers choose one of many simultaneously-existing realities.

Who wins the battle of Hoover Dam in Fallout: New Vegas? Everyone and no one. The NCR and Caesar’s Legion and Mr. House and the Courier all win, because at any point we can experience any of these possibilities. When you choose to pursue one of these paths when you play the game, does that make it the ending to the story? What if you play it again and choose a different path? Then what is the ending?

Even in a game like Heavy Rain, which disallows reloads to experience different endings, they still exist. We can go online and watch videos, or simply discuss the endings with our friends. Just because a player makes certain choices and achieves a certain outcome does not make it a definitive outcome of any kind, even for that individual.

This is because the nature of a text is to exist at once within the audience’s experience and outside of it, in a realm of its own. What actually happens to Ophelia depends a great deal on my subjective interpretation, but beyond or before my experience, Ophelia remains in the water all alone. I can collapse what happened to her into an understanding of my own, but that does not make it an eternal reality in the same way Hamlet’s demise is a clearly delineated (and eternal) reality.

But there is no clearly delineated or eternal reality at the end of Fallout New Vegas (or ME3, or Heavy Rain). There is no way to finish telling those stories except for “in one version of of the story…”. (Ironically enough there are eternal realities at other points — a nuclear holocaust has taken place in the world of Fallout, for example.) There is no story; instead it’s necessary for us to refer to these games as containing a number of stories. (And a number of potential endings to those stories.)

Just as I’ve never read a Choose-Your-Own-Adventure book that has remained lodged in my memory as an important work of art supporting life as I live it, this spate of multiple-ending games is leaving me feeling unsatisfied as well.

I’ll end with one more story from Fallout: New Vegas to explain why (and tie this all together). My favorite story in that game is the tragic tale of Boone, the sniper we meet in Novac. There are many ways to screw up the “One For My Baby” quest, but only one way to do it right. And when you do it right, nothing is solved. No one feels better, and the desolation of the wasteland is more oppressive than before. Yet it is a beautiful, satisfying end to a horrible, sad story.

Go figure.

6 comments to Some Thoughts on Unsatisfying Endings

  • Verbalrob

    I find that the problem with games that have multiple endings is that there is always a feeling that there is only one ‘real’ ending and all other alternative endings are purely the result of you screwing something up at some point in the game. This is highlighted by almost all sequels to multiple ending games using the previous game’s ‘good’ ending as the canon story line.

    On a side note, I was quite happy with the end of Hamlet as prior to reading it I had watched the movie version of ‘Rosencrantz and Guildenstern Are Dead’ and was quite fond of the title duo so I was not really bothered when the dutch prince snuffed it.

  • AxemanPhil

    Hamlet dies? Wtf? Surely it’s too soon for the Hamlet spoiler embargo to be lifted!

    BTW Duke, the Ross Lincoln article you refer to is fluent bollocks of the highest calibre and displays an astonishing lack of insight. I have yet to see a convincing rationale for why either flavour of ME3 ending sucks that doesn’t just come down to whining, entitlement or a lack of imagination. This particular article is no exception. Undoubtedly well written, but no less a bucket of crap for all that.

  • Duffstuff123

    @AxemanPhil

    As someone who did not enjoy the ME3 ending let me try and explain why it was so disappointing, Mass effect 3 is a very good game probably in my top 20 ever but the ending held it back and here is why in my opinion.

    1. Mass Effect 3′s ending just felt Lazy : for this see plot holes (there are many but i will use one as a case in point) – and by these i do not mean ambiguous parts e.g. the child, i mean for example the part where Joker for no apparent reason flies away from earth (many of these are largely fixed in the extended cut DLC but should never have been an issue, a little focus testing would have ironed these out), in my opinion Bioware needed more time but never got it having delayed the game once already. (i feel and this might sounds as entitlement but in my humble opinion it is just a basic part of storytelling that shouldnt be acceptable, no plot HOLES especially in an ending to a 3 part series- after spending 100 hours on a trilogy you dont expect your characters best friend to disappear and run away for no reason, thats just poor storytelling in any format)

    2. Mass Effect 3′s ending wasnt bad because it made me feel angry it was bad because it made me feel nothing: There was no uplifting or devastating consequences to my actions all the choices felt neutral in my opinion, this may have been to stop the whole “you got the bad ending” thing (see bioshock) but in the end all it did was left me feeling numb, one of the main issues was that the ending is in such stark contrast to the highs and lows of what came before, i was at the edge of tears when Mordin sacrificed himself to cure the Genophage, he was certainly in my top 3 characters (Legion, Thane and Mordin in that order in case you are interested) no other game has came close to that moment in terms of raw emotion. Which is why, when the multiple endings felt like 3 artists trying to replicate the same portrait it was so disappointing.

    3. Decisions, decisions, decisions : If you claim to have a game that has (and i quote from the box) “Each decision you make could have devastating and deadly consequences”: The various choices offered in the end of the game should have “devastating and deadly consequences” and should at least show the difference in enough volume to make it clear that, that is the case, after 100 hours of play and 1000′s of individual choices if the only difference at all in the game is extremely minor (in terms of content shown to the player) ME3 decisions have significant impacts in theory but thats all it is theory.

    4.Consistency is the key: Basically the choices made in the game prior to the end of it are very impactful there are around 10 squad members who may not have ever appeared in your ME3 game and thats amazing and even more can live or die during your playthrough, again amazing, that’s what qualifies as “devastating and deadly consequences” but after all that the only difference to the end game is based on a number (effective military strength) thats just feels a little shallow considering what came before, even the rest of ME3 was never that shallow or basic there where hard moral decisions throughout but the endings choices (and by extension the consequences of them felt neither varied or impactful).

    I never demanded Bioware changed the ending but i’m glad they did, and as such have me once again as a supported, i purchased every piece of DLC for ME2, I have all the achievements for ME2, i have all but one Achievement for ME3 (the kill 1000 or enemies one i was more than halfway there but it glitched and the count was reset :( , and i cba to do it)

    p.s. to show i’m not someone who has a brain the size of an acorn and is entirely devoid of imagination here are some films with suitably ambiguous endings which i can say i thoroughly enjoyed, Inception, 2001: A space odyssey, Blade Runner :)

  • Bongo the Sane

    I enjoyed it and my imagination filled in the blanks.

    The fact we’re still discussing it is credit to one of the best games and stories of a generation.

  • Duffstuff123

    Agreed Bongo, the only reason i was dissapointed was because i cared a lot about the story, the ending didn’t stop it being a great game and an even better series, probably the best trilogy of all time (in video games at least).

  • Bongo the Sane

    Duff, I automatically read this in my best Jeremy Clarkson voice ‘probably the best trilogy of all time’.

    Help……………….

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