October 26, 2005

Multiple Endings

Just found this nice little look at multiple endings and just how pointless they tend to be. They’re certainly a great idea that’s still yet to be done particularly well. Not that it’s easy, mind.

The method of reaching each different ending tends to be too obscure, or mostly based on decisions near the end of the game (as in Blade Runner and Fahrenheit) or based on a blatant good/bad swingometer. None of these methods are ideal. Deus Ex came closest by giving you a clear, varied choice (albeit at the end again) - I took forever making my first choice of ending, it seemed so important.

I finished The Getaway: Black Monday and only found out about the multiple endings afterwards. The ending I reached was astonishingly weak and I couldn’t even tell you what the turning point was. I have no idea if the other conclusions were better and I find my self not caring either.

How about two or even three critical moments in the game where the story branches based on clear but difficult choices. I’m not talking about branching into entirely different places and scenes (which would waste a lot of dev time and shorten the overall experience), rather changing character reactions and situations based on your earlier decision.

Vampire The Masquerade: Bloodlines altered how you were perceived right from the beginning based on which clan you picked - that’s a start. Deus Ex: Invisible War also did a nice job of basing faction reactions on your past treatment of them. Gamers love choice. The earlier we get to make worthwhile decisions during play the better, and if they have a tangible and clear impact on the ending of the game, perfect. Pipe dream? Possibly. Maybe I’m just somewhat tired of the formulaic and linear.