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The Use and Misuse of Multiple Endings *SPOILERS AHOY!*
Posted on Thursday, January 10 2013 @ 17:47:40 Eastern

This member blog post was promoted to the GameRevolution homepage.

Stories always have an ending (we hope) and once the reader reaches it, that’s the end, though sometimes there’s an epilogue to extend and expand upon the ending. People were content with the ending, whether they liked it or hated it, because the story reached its conclusion and there’s no loose threads hanging around the reader’s head. This also applied to video games for many years, even the ones with a very basic and bare bones story. Players wanted to reach the end just to see what happened and once they saw it, they would talk to their friends about the trials they endured to see the ending.

Of course nowadays, most video games have more than one ending for the sake of extending the game’s play time. Most of the multiple endings are a simple good ending versus bad ending while others are more complex based on the player’s actions. While multiple endings give the player the incentive to play the game over again to see a different ending, it can also create confusion.

One of the major problems multiple endings have in video games is players trying to figure out which one is the canonical ending, especially if the endings are not fully clear. After all, it’s naturally not possible for multiple events that contradict each other to all happen at once and it gets more confusing when the writers behind the game don’t state which ending is the real one. Usually, a sequel addresses the issue since they take a leap from one of the endings in the previous games. However, by doing so, the sequel basically tells you that you wasted your time with the other endings.

An example of this is in Parasite Eve where if you beat the game normally, the ending shows that the rogue mitochondria awaken within everyone in the audience, including the main character, implying that the threat is not over. The alternate ending, which is found by beating the extra area in the game that unlocks after beating the main game once, shows the main character having her powers completely vanish after the (supposedly) spirit of her sister within her own mitochondria vanquishes the evil ones trying to take over her body. It was hard to tell which ending was the canonical one, but Square stated that the alternate ending is canon, even though Parasite Eve 2 shows the main character having her powers again.

Multiple endings can also cause major confusion if they are all vastly different from one another. Games that use multiple endings usually alter just a few key elements that justify a different ending while keeping everything else feeling familiar. When the key elements get altered too much, it becomes inconsistent and it confuses the players further as they try to determine which ending is the real one. One personal experience of this I had was Drakengard, a game that has several different endings. One ending involved the main character turning against his dragon partner, another ending showing the world being invaded by giant mutant babies (not making that **** up, I swear), and another ending showing the two main character being thrown through time and space until they reach the present (our own time) and are shot down by fighter jets. Each ending felt so different from one another that it felt like the story went all over the place.

Games that rely on good karma versus bad karma are also a victim to multiple endings. The gimmick behind the karma route is that the player feels like whatever actions they do in the game will determine what will happen next, so they will try to make their decisions carefully if they are seeking a specific ending. However, the technique of letting player actions determine what happens in the end is usually not applied properly and it is simplified to the point where Action A gets Ending A and Action B gets Ending B. While both routes can alter the script of the story and have the player character’s personality reflect upon the good or bad route, it can cause the willing suspension of disbelief to be broken if the character(s) act too obvious to the role they are assigned.

Let’s take a look at Bioshock that uses the good karma, bad karma gimmick. In the game, you encounter little girls known as the Little Sisters and they become vulnerable after you kill their Big Daddy guardian. From there, you can either choose to spare the girl’s life and heal her, which gets you a reward later, or you can harvest ADAM from her which kills her but nets you a nice amount of ADAM right away. To get the obvious good ending, you have to save every Little Sister and to get the bad ending, you can either just kill a few of the Little Sisters, which is enough for the game to consider you an evil prick, or kill them all for the same effect. The game continues as normal no matter what choices you pick and the only changes are some lines in the script and the ending. This means if you want to see both endings, you have to play through the game twice and do the same things again while only altering one type of action in the second playthrough. This is not a good example of the player being in control since it forces the player to mundanely alter some key actions while doing everything else the same and being obvious about it.

There are also a few games that may require the player to see multiple endings in order to unlock the true ending of the game. This not only means you have to play the game from start to finish multiple times, it also means that you are also going to be doing the same actions again and again while only slightly changing other actions just to change paths. The worst offender of this is Shadow the Hedgehog, a game that hyped up the gimmick of choosing which side you wanted to fight for (good versus evil) and having your ending be based on that gimmick. The game had 9 endings to see and that meant replaying the same handful of levels again and again while changing just one or two actions in order to change paths. There were several levels that players hated and being forced to go through the same bullcrap in harder levels to get other endings just screamed of padding.

Remember how you could choose a side in the game’s war between good and evil? None of that even matters because once you got all the endings in the game, an extra ending can be unlocked and that one shows Shadow choosing the side of good.  Not only does this mean you wasted several hours of playing to get all the endings, but you are basically told that it doesn’t matter what side you pick because the game is going to choose for you and show you how things really end. Games that use endings like this makes the player feel like nothing they do matters because the golden ending is the one that determines the fate of all the characters, not the player.


Multiple endings are quickly becoming a fading element thanks to the internet. Because the internet is around, players are able to see what games are padding themselves out to force the player to play longer. After all, why should a player force themselves to play the game over and over again when they can play once, go online to see the other endings, and never touch the game ever again? This becomes more apparent when the endings are badly implemented: they don’t change the game overall or requires the player to do something mundane just to change their path.

Are the days of multiple endings numbered? I do not think so, but the use of multiple endings has to be done better to engage the player. A player’s actions or change of actions should make the player feel like what they are doing is causing everything to change. If a player acts mean towards a bunch of kids for example, then all other kids later on will either be scared of the player or even try to attack while the ending shows the player being put under a curse because they were not nice to innocent kids. If the player acts nice, however, the kids will help out with information leading to secrets or they can offer you better items while the ending shows the player getting a nice reward for being nice to kids. Remember, developers, if the player character is represented by the player, their actions should determine what changes occur and if the character is their own character, they need a defined path rather than giving the player the illusion of choice for the sake of longer play time. If there is a planned sequel, then it has to be clear which ending is the canonical one.

The opinions expressed here does not necessarily reflect the views of Game Revolution, but we believe it's worthy of being featured on our site. This article has been lightly edited for grammar and image inclusion. It has been submitted for our monthly Vox Pop competition. You can find more Vox Pop articles here. ~Ed. Nick
Comments
  • De-Ting
    De-Ting

    Joined: Nov 2006
    Posted: Jan 10th, 2013 at 10:09 pm
    Ugh, Drakengard. Probably the worst video game universe, on so many levels, or endings, in this case. I've got one game in the works with a morality system, and another with different endings based on choices, kinda like Codblops 2, just not linear and disappointing.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jan 11th, 2013 at 10:36 am
    Excellent write-up as always Wildmario. I miss multiple endings, so that's why I particularly enjoyed Persona 4 Golden. You don't need to make wildly different choices throughout the game, but a key junction (or two) can totally change the ending. I think multiple endings are really threatened by the sequelization of games. It makes Space Shooter 2 so much harder to develop if you have to account for really different endings. I think people don't realize how little different there is between possible ME1 or ME2 endings. The choices carried over into the next games and that's what made the endings different. It's not like Shepard could join the reapers at the end of 1. How different are the ME3 endings really going to be?
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jan 11th, 2013 at 10:36 am
    Sorry for the wall of text. Every paragraph return got eaten by the comment system in this one.
  • wildmario
    wildmario

    Joined: Jan 2007
    Posted: Jan 11th, 2013 at 10:56 am
    I hope the comment system gets revamped for that and allowing us to make a reply to someone within a bunch of replies. And it's true that planned sequels kind of hurt the idea of multiple endings, but at the same time, it does help the story move along either way. I don't think there's a game whose sequel assumed the character/player took the evil route; almost all games assume you chose the good path and they write their stories based on that. Then again, characters on the side of good can develop whereas evil characters are usually content with what they're doing unless they have a sudden change of heart. Damn you catch 22s!
  • 213EDD
    213EDD

    Joined: Sep 2007
    Posted: Jan 13th, 2013 at 2:22 pm
    have a right side closeable right above here for example^ saying to close comments to comment as well as a option to only show response towards anyway 5/5 WM
  • Snacko
    Snacko

    Joined: Jul 2011
    Posted: Jan 17th, 2013 at 3:38 pm
    I really like how P4 handles the endings, actually. The true ending is a bit too obscure, which is okay and the story doesn't feel particularly less complete because of it, but the bad endings are fascinating. The game is presented as a detective story, and asking you to actually solve the mystery to unlock more of the game is brilliant.
  • Sourdeez
    Sourdeez

    Joined: Feb 2012
    Posted: Jan 11th, 2013 at 11:44 am
    Very good read Mr "WildMario". Im very happy you mentioned parasite eve as it was my favorite live action rpg on the ps1. Even the second game with its slightly changed and less interesting story was much improved. Thank you good sir for taking the time to write this.
  • wildmario
    wildmario

    Joined: Jan 2007
    Posted: Jan 11th, 2013 at 11:50 am
    Pleasure was all mine and I'm glad to have found someone who likes Parasite Eve!
  • Jobin_Wendy
    Jobin_Wendy

    Joined: Mar 2012
    Posted: Jan 11th, 2013 at 1:21 pm
    I'm curious what you thought of The Walking Dead, as all of the decisions you make don't have much effect on the ending, but rather, they allow you to alter your experience with other characters in the game. Also, I feel that one of the few games to get alternate endings right was Spec Ops: The Line. I think it was awesome how the game essentially let you choose your own ending on the spot, and each made sense.
  • wildmario
    wildmario

    Joined: Jan 2007
    Posted: Jan 11th, 2013 at 3:19 pm
    I can't speak for The Walking Dead since I never played it.
  • R0ADK1LL
    R0ADK1LL

    Joined: Jul 2009
    Posted: Jan 11th, 2013 at 3:24 pm
    I think the best way to play The Walking Dead is just to play once & not try to go back to saved games & alter outcomes. If you just play once & let your decisions be final, you get a great feeling of player agency, like all of your decisions matter. If you try to change events, like saving someone who is destined to die, you'll stop having fun very quickly.
  • wildmario
    wildmario

    Joined: Jan 2007
    Posted: Jan 11th, 2013 at 5:57 pm
    Wouldn't that be true for any game that has a "make a decision" gimmick?
  • R0ADK1LL
    R0ADK1LL

    Joined: Jul 2009
    Posted: Jan 12th, 2013 at 8:19 pm
    Not really. In Skyrim I often chose to help one person to see what reward I'd get or what would happen & then went back to a save & chose to help someone else instead. Many games have pretty instant results from your decisions & you can save grinding through a whole second playthrough. Games like Mass Effect, The Witcher & The Walking Dead are different because you often don't see the consequences of your decisions until later in the game (or series). Also, The Walking Dead is a lot more on rails than it seems. Despite being pushed down a certain track, many of your decisions still feel really important.
  • Snacko
    Snacko

    Joined: Jul 2011
    Posted: Jan 17th, 2013 at 3:42 pm
    I occasionally enjoy exploring a story's possibilities as a narrative. Radiant Historia has dozens of bad endings which are canonically experienced by the protagonist, who throughout the story becomes sort of a temporal detective, jumping between different timelines and trying to outmaneuver other supernatural forces. Not spoiling anything, 999 also has a lot of fun with its branching paths and endings.
  • R0ADK1LL
    R0ADK1LL

    Joined: Jul 2009
    Posted: Jan 11th, 2013 at 3:21 pm
    I've been putting off my replay of The Witcher 2, but I'm pretty sure that siding with a different faction gives a whole lot of different gameplay through a good chunk of the game. I think it has 16 different endings though who has time for that? One thing that annoyed me was that in my import from the first Witcher game, it took a few changes but completely ignored others. In The Witcher, I chose Shani & Triss hated my guts for it; in The Witcher 2 I was suddenly back with Triss again. The save game import remembered that I'd helped out The Order of the Rose & various other choices, but one of the decisions that had a big difference in the third act of the first game was then completely ignored in the second.
  • wildmario
    wildmario

    Joined: Jan 2007
    Posted: Jan 11th, 2013 at 6:01 pm
    Wow, that sounds pretty inconsistent. It also makes it look like you could be a complete jerk and all is forgiven in the sequel
  • HorriblePerson
    HorriblePerson

    Joined: Sep 2011
    Posted: Jan 12th, 2013 at 10:12 pm
    For a different take on multiple endings try Virtue's Last Reward. It deals with some of the issues you discussed such as being stuck with one true ending (in a manner of speaking - I can't say too much without spoiling anything) and having to replay the entire game just tosee
  • HorriblePerson
    HorriblePerson

    Joined: Sep 2011
    Posted: Jan 12th, 2013 at 10:16 pm
    ... all of them. As a plus, it's available for the Vita AND the 3DS. Sorry for the broken comment, that's my phone acting up.
  • xDUMPWEEDx
    xDUMPWEEDx

    Joined: Jan 2012
    Posted: Jan 13th, 2013 at 2:52 am
    Wildmario really wants that $20 store code this month.
  • wildmario
    wildmario

    Joined: Jan 2007
    Posted: Jan 15th, 2013 at 1:26 pm
    Even if I don't win, it's still nice to go deep in these topics.
  • ballabert
    ballabert

    Joined: Jul 2011
    Posted: Jan 17th, 2013 at 11:35 am
    I know I missed the bus on this one but I never really got what the big deal was with the ME3 endings. I've played through all of them and each one I think wraps up the story as best you could with a game that epic. Then again, I didn't play ME until wayyyyyy after the controversy and I played with the DLC on the first playthrough.
  • Lien
    Lien

    Joined: Feb 2008
    Posted: Feb 6th, 2013 at 7:00 pm
    What about games that had choices that only change the short term in the story. Like Way of the samurai 4 from two months ago where if you chose to let the man live, he'll try to assassinate you at night or if you decide to give food to that one homeless, he'll warn you of a trap giving you more option when you are invited to said party giving multiple ending. And then there's this one game that no one remembers (cept me) called Battle realm. In the story mode, instead of having you chose before you start the game which side you want to be on, you decide on the very first map by either killing the peasants (the evil lord side) or kill the raiders (the good samurai side). That choice does change much (I.E you control the evil army or the good army) but later on you are face with similar choices that either side the opposite army in your side (like save the monks or help the ninja). Doesn't change the ending but it does change what army you have for the last battle.
  • Lien
    Lien

    Joined: Feb 2008
    Posted: Feb 6th, 2013 at 7:04 pm
    ok comment box... why did you remove all my paragraphs? Wanna fight me? I got a bat with your face signed on it!

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