Game Endings

Friday, June 8th, 2007 at 3:38 PM | 2 comments Category: Casual Games Reviews, News & Talk, Game Talk

Many of the casual games come with disappointing or anticlimatic endings. A player that goes that far in a game will have already bought the game, so developers don’t worry as much about the ending as they do about the play as Mark and I discussed this. But, a person who finishes the game can tell others (before buying) that the game has a lousy ending and they won’t bother buying.

Wouldn’t the ending the easiest part of programming and design? After all, they don’t have to require player input. Show images along with content to tie up the story and provide a satisfactory ending. I would think pulling the story together and having a good ending would lead to more sales as word-of-mouth / word-of-mouse marketing could help or hurt a game.

Reviewers don’t always have the luxury of completing a game before doing the write up. For instance, Virtual Villagers 2 (VV2) takes time to play as the game relies on real-time. A player could spend all day on the game and not finish it. However, VV2 has intriguing story happening as you try to learn about the past, but the game never ties up the story.

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2 comments

  • Posted by: Mark on June 11th, 2007, 2:13 PM

    Arthur Humphrey discusses the ending to VV2 in his postmortem here: http://www.igda.org/casual/quarterly/2_3/index.php?id=6.

    “2) A Satisfying End Game

    We had received many complaints about the ending of the first chapter of Virtual Villagers. We puzzled over this quite a bit. The complaints ranged from “Now what?” to “Is that all there is?” to “This ending sucks!” The ending came when the player solved the 16 mysterious puzzles, and then they were rewarded with a game-end illustration.

    In VV: TLC we tried to telegraph more clearly to the player when the end was getting near. Instead of arbitrary linked puzzles, we have the player collecting 4 pieces of The Gong of Wonder. As they collect each of the 4 pieces, the end draws nearer in their mind so that when it is completed the ending does not blind-side the player.

    As a final enhancement to the end/post-game phase, we tried to take a page from the World of Warcraft book and add some content that was only present for people who had ‘finished’ the game. In VV: TLC, it comes in the form of special, rare, heavy-duty Island Events (these random, periodical text events that are inflicted on your villagers), that only appear for people who have completed all 16 puzzles. I suppose the verdict is still undecided on the effectiveness of that feature. It takes a long time to get good feedback on such late-game elements.”

  • Posted by: headuglymail on July 14th, 2008, 4:03 PM

    frog apple water all water

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