Quote:I don't think more endings would hurt if they are tied to major plot decisions. That sounds like a false dilemma. You can have both good gameplay and multiple endings, can't you? |
Yes, you can have good gameplay and multiple endings. I never said that they were mutually exclusive. All I said was that you only need 2 endings. You could have more, but each one you add makes the value of the others less. I did not say that you couldn't do it.
It is not an "Either/Or" choice. It is a scale that you can choose at what point you want. If the initial value of your endings are high, then you can get away with more than 2.
Quote:I think you missed the point of having more endings. It's not to increase replayability, it's to give the player more choices and to make those choices more interesting.
Or, put another way, why should all the other stuff have no impact on the endings? |
Because they are related to the short term goals. This might be just getting past a particular enemy/finding a secret area/new weapon/etc, and so might not have any bearing on the final ending.
If we look to other media to see how they handle the resolution phase of a plot arc, then this choice would usually occur around 2/3 to 3/4 through the arc. If it is too early, then you would have to give the player too much information too early (and ruin the suspense) or just turn the choice into a gamble (which isn't a real "choice" as such).
The choice of ending should be a major decision, as it is the defining moment of a story. Every thing the player (or reader or audience) has experienced should be leading up to this choice. This build up leads to a sense of anticipation and tension on the player. As a designer you can use this tension to heighten the experience of the player.
It is this anticipation and tension that is used in horror films to give the watcher the fear that they feel. IF you were to take a random scene out of any horror film and just watch that in isolation, you would not feel near the horror that that you would if it was viewed in context (ie the rest of the film).
All the other stuff that comes before should not have a direct impact on the ending, but it should have an impact on the player to enhance and give meaning and context to the ending that they choose.
Quote:On your "if it has good gameplay" argument, do you think a running and hiding game could be fun for long? |
Yes. As someone mentioned earlier: Pacman.
This game is about running and hiding. But not all of it is about that. You do occasionally have the opportunity to fight back. Even if it is, in the long run, pointless as the Ghosts will always come back.
Gameplay is about choice. If you can't influence the enemy, then there is not much choice. Even if you can't defeat the enemy and fighting back is ultimately ineffective, by giving the player the ability to just "slow them down" so that they can run away is enough.
Only running and hiding is not much choice. That is if they get too close -> Run away. If they are out of sight -> Hide).
So yes. A game that is about Running and Hiding can be fun or otherwise Pacman would not have been as popular as it was.