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Can FPS's have different endings?

Started by January 31, 2005 01:43 AM
8 comments, last by Kevinator 20 years ago
Hi, I was wondering if would be feasible for a FPS to have a different ending depending on certain actions made during the game?
Yeah, why not? FPS just means its from a first person veiw and presumably you get to shoot things.
______________________________________________________________________________________With the flesh of a cow.
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Definately, it would be a VERY poor game if the player's actions didn't have any affect on the outcome.
See: Deus Ex

That had several endings depending on the choices you took in the game.
Quote:
Original post by hawk2k3
Hi, I was wondering if would be feasible for a FPS to have a different ending depending on certain actions made during the game?


You can always die in many different ways, there's loads of different endings in there.
-----------------Always look on the bright side of Life!
Quote:
Original post by A Guy from CRO
You can always die in many different ways, there's loads of different endings in there.


[lol] True.

But to the OP: sure why not? I think that for example the new Vampire: Bloodlines game (which is FPS and runs on the Half-Life 2 engine) has different endings (it's a Troika game!) More variety in FPS games would be nice and different endings dependant on the way you played the game would be cool and encourage the player to play the game more than once.
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Quote:
Original post by tonyg
Definately, it would be a VERY poor game if the player's actions didn't have any affect on the outcome.


HL2?
Quote:
Original post by ace_lovegrove
Quote:
Original post by tonyg
Definately, it would be a VERY poor game if the player's actions didn't have any affect on the outcome.


HL2?


Put better...
"You can always die in many different ways, there's loads of different endings in there."
<edit> just to add something, I don't think FPS is any different from any other game in respect to multiple *endings*. The number of endings will be however many you program/script for.
I've always thought of FPS games as being similar in feel to flight simulators, since the player seems to physically "inhabit" the character of the game. With that in mind, I'm reminded of the first Wing Commander game (the only one I played).

In Wing Commander, the mission tree would change based on your performance. Whether you destroyed or defended a convoy, station or whatever would impact the course of the game, and not just the ending. There were only two real "endings", but getting there felt a little bit like a tournament ladder: You could afford to lose a few battles, and if your overall record was good enough, you'd win the war.

I'm sure this has been done in more elegant and sophisticated ways in the last ten or twelve years, but the Wing Commander example show how primordial and simple such a system can be. By all means, include multiple endings in an FPS game. Especially if you have mission objectives, a branching story based on mission success can serve both to make the player feel more directly involved in the game world and get rid of the "game over" feel of missing an objective or failing a mission. As long as you survive, the story can continue.
This was done in Dark Forces 2: Jedi Knight by LucasArts in 1997... There were probably others before that...

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