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Gamasutra has an editorial (free registration required) written by Ernest Adams at iHobo (consultants on Kult among others) that probes the point of multiple endings in games. Here's a snippet close to home:Planescape: Torment, a game that I otherwise love, had about eight different conclusions, each based on a particular choice the player could make at the very end of the game. I saved and reloaded until I had seen them all (I think). I understand the designers' motivations for including them: the game was full of difficult choices, and they wanted the player to make one more big one and show the consequences arising from it. The endings were meaningful and in some cases profound. And yet I didn't feel they were all necessary. One ending felt like the "best," and the others - while clearly not "losing" - were less satisfactory. The game's theme became slightly muddled at that point. I think it would have been more powerful if it had had only one ending, or if the ending had been based on a cumulative choice made over the course of the whole game, rather than a simple mechanistic decision at the end. Hmmm...thoughts? |
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