Telling stories: What's up with lame endings?

While narrative has taken on a larger role, time and again we end up being left unsatisfied in the final moments with endings that fail to wrap up stories in interesting or compelling ways. In our continuing week-long feature, we asked our diverse collection of industry personalities why so many endings in the games we play leave us cold.

Endings can be difficult. On the one hand, the expectations that the players are building can be difficult if not outright impossible to resolve in a satisfying way. I've seen many players disappointed that an ending "cut them off" from continuing to play, even without a guiding story or further changes to the world. While I doubt that would be as satisfying as they think it might be, I suspect that the feeling comes from a desire to see their personal narrative continue even if the story's narrative ends. They're involved in their character's fate and they don't want to see it end. Endings suck.
On the other hand, endings also tend to get the shaft when it comes to development time. It would be nice if we could go and do the ending earlier in development so that it's as complete and polished as every other part of the game, but that just never happens. As much as you might plan something out, things are always going to change as development goes on.
"The most unsatisfying case is when games leave resolution of major conflicts to the ending. I'm talking about Final Fantasy VII."
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There are, no doubt, other reasons as well. Sometimes there is a desire to leave things open-ended for a sequel. Sometimes you provide the player with choices that are cool for them to make but don't actually lead to satisfying conclusions. Heck, sometimes it's just a case of forgetting that good stories don't end at the climax – a book doesn't just stop when the heroes slay the dragon, with a quick one-page summary of the celebration. I think there is a need for some denouement, some wrapping up of the other narrative elements. Not every player was there just to kill the dragon, after all. They had relationships and smaller plots that engaged them, and those need in-game resolution too even if there isn't an exciting combat around every corner any more.

Endings are tough for any writer, no matter the format. The root problem is usually lack of talent, time, or imagination, and/or the impossibility of resolving audience expectations. If someone sits through an entire movie, years of a television series, hundreds of pages of a novel, or a game through its completion, it's near impossible to meet all of their expectations.

Telling stories in games are hard. Consider that a game is an 8-24 hours experience. When did you see a interesting and compelling 8-24 hour movie last? Games have to finds its own way of telling stories, instead of relying on old methods from other mediums. The problem is that movies are so standard it's a hard thing to change.

It could be a couple of reasons, each game is different. The most honest one, that I'm sure players don't want to hear, is that the developers ran out of time/money to pull of the ending to the same level or excellence as the rest of the game. We often build games in a linear fashion. This means the majority of time and energy is spent up front and the later levels gain the benefit of developer experience with the tools, assets and gameplay, but lose out on the polish time.
A more highbrow reason might be that the final moments are meant as a catharsis for the players. In other traditional forms of media (books, movies, tv) this is a very passive act. You're a viewer, not a player. The experience is meant to wash over you and draw out all of the emotions you've kept bottled up. It's something that happens to you. This is completely contradictory to the media of games. In games, you're greatest cathartic moments are from doing something amazing. This may be something that the game industry struggles with in order to find the balance between the player experiencing catharsis in their final moments while still participating in those moments.

The biggest challenge of telling story with a game is that the game merges participant with protagonist. Within fiction, the failure of the protagonist is something to build on, bringing along the reader in the process. In games, the options you can present are a lot more limited. As a result, a lot of potential plot lines are not available, and it is difficult to break away from traditional endings.

It's a lot easier to build something up than to conclude it whether this be in a book, a movie or a game. How often have we read a story where the villain is built up to be unstoppable only to be brought low by some piddly gimmick at the very end? That's one of the reasons why I tend to prefer epic-driven stories rather than character-driven stories.

Sometimes it's just being overly ambitious with the story. There's a minefield that a story has to go through to reach the end of a project that has nothing to do with how well it's written. Technical challenges, schedule, budget, contracts, and a host of other things can sometimes reach out from nowhere and effectively gobble up a chunk of your story. Sometimes it happens because you've written yourself in a corner, allowing you no flexibility to roll with the punches that come during development. Sometimes story hasn't been enough of a priority.
Development of a game is not simple. Things change constantly throughout the development process, even with the best of planning and intentions. Changes to the levels and characters mean changes to the script and then consequently the Voice Over. Change is expensive. Games reach a point in the process where there is no going back for more time or more money. This is one reason why endings suffer. Another would be lack of creativity or the desire to come up with something compelling. Some think there is nothing new under the sun, so why bother. I don't agree with that but from a financial standpoint I can understand why some people would not want to fund such attempts.

I think for the most part it is due to inexperienced writers creating the stories for games. A lot of game designers may be good story tellers, but may not be good writers or have the ability to effectively implement the details of the story from their head into the game experience as well as a professional writer. It is important for the narrative and gameplay to meld as one, but the craft of writing should be trusted to those who have chosen writing as their dedicated field.
This is how we approached the story with Moon; the Renegade Kid team created the story concept - and identified the key moments of the player's journey - and took a first stab at the story. We then handed it over to professional writers James McDonough and Adam Patyk (Hellboy, Transformers and much more) of THE ENEMY to give it some professional love and experience.
Tom Gaubatz, producer for publisher Mastiff
It's as much commercially driven as anything else. Most games go unfinished by most people, and as a developer you want to spend your resources on the parts of the game that the most people will see. That usually means polishing the gameplay instead of tightening the ending. When schedules get tight, endings are the first to suffer. It's a shame, but it's much better that way than the other way around.
It's also inherent to the medium. The core conflicts should be resolved by the player's agency, and that doesn't leave much for the ending to do. The most unsatisfying case is when games leave resolution of major conflicts to the ending. I'm talking about Final Fantasy VII.
That's exactly the kind of thing we wanted to avoid with Moon. The game provides good closure, and by the time you defeat the final boss, all you need to do is sit back and consider yourself a hero. Of course, we went out of our way in the ending to leave players hanging on a few loose ends...
Put differently, I don't think that the ending should bear the responsibility of tying up the story. That should be a part of the gameplay experience. The best endings to me have almost no narrative content. They provide an aesthetic reward that lets you reflect back on your experience with the game. Mega Man 2 is probably the best ending of any game, period.











Reader Comments (Page 1 of 2)
sinai @ Dec 23rd 2008 12:06PM
what's up with lame endings?
to make room for sequels.
Bleu @ Dec 23rd 2008 12:44PM
Lam endings really grind my gears.
Burritoclock @ Dec 23rd 2008 12:12PM
I love Fallout 3, but it was disappointing that after 120+ hours of gameplay I get a 30 second slideshow and credit role...
Stix Remix @ Dec 23rd 2008 12:15PM
spoiler!
Haggard @ Dec 23rd 2008 12:19PM
Hey, he didn't say what the slideshow was about. Would have been a real spoiler if he'd let slip that Three Dog was your mom.
Burritoclock @ Dec 23rd 2008 12:45PM
Yeah, whatever, I am happy to spoil that, knowing it was going to be so disappointing soften the blow, I was very happy that happened to me, and hopefully I can do that for someone else.
Poisoned Al @ Dec 23rd 2008 1:06PM
SPOILERS:
Don't forget that it made no sense? Oh you had to go in the room where the radiation will kill you? No problem, I'll get my buddy Fawkes the radiation proof mutant to do it... He can't? Er... Okay the boring NPC I couldn't give a flying fuck about can go in! Oh, you just get a "bad" slide-show and the game ends anyway.
Grrrrrr...
Dr Jeckyl and Mr ESC. @ Dec 23rd 2008 1:10PM
You better be joking I was about to start to play Fallout 3.
F*ck off internet.
Jakka ( The Order of Haters of Balance) @ Dec 23rd 2008 1:26PM
...and the robot...and Charon who can heal on radiation and could be used to retrieve GECK...and a slave girl.
Haggard @ Dec 23rd 2008 7:58PM
Since we've already spoiled the ending in this bit, I might add that I was also puzzled at why I couldn't send Fawkes into the room.
Stix Remix @ Dec 23rd 2008 12:21PM
But there's a good way to prep for a sequel and a bad way to prep for one.
Por ejemplo, Gears of War had a nice ending (which led to a sequel), while Halo 2 had a stupid "non"-ending. I was also disappointed in the ending in God of War 2.
Video games aren't tv shows. They shouldn't have some big action-packed moment only to be put on hold for X number of months (or years, in some cases).
Stephen @ Dec 23rd 2008 12:30PM
Should have a poll as to the best game endings.
My vote, Homeworld. It ended the story well and had a closing song by Yes!
ozyman666 @ Dec 23rd 2008 12:35PM
The ending to The Darkness was pretty impressive.
Burritoclock @ Dec 23rd 2008 12:46PM
Darkness, very underrated game, some of it's scenes were just amazing.
Dr Jeckyl and Mr ESC. @ Dec 23rd 2008 1:13PM
The Darkness was released a few weeks before Bioshock and it was the Halo craze and let me tell ya it rocked.(It also showed perfectly why Bioshock shouldn’t be online)
I would love to play a sequel but the mayor achievement for The Darkness was that it was a game based on a comic and it didn't sucked. If the same guys did Spawn I’m sure it would be awesome.
BigD145 @ Dec 23rd 2008 2:25PM
Sierra knew how to tell some good stories. It's too bad they are now completely dead and scattered to the winds.
Markez (Anti-Panda Death Murder Squadron) @ Dec 23rd 2008 4:37PM
I thought the Darkness was incredible, and it's easily one of my favorite 360 games to date.
The ending was ok, but I wasn't a fan of the way you couldn't control a lot of what happened in the end.
Greyseal @ Dec 23rd 2008 6:44PM
Good call on Homeworld. That was easily one of the most emotionally engaging games I've ever played, and the ending was fantastic. It had better been, after the trial-by-fire necessary to reach it.
My other favorite ending is Link's Awakening on the original Gameboy. I don't know how they wrung such feeling out of that little pea-green screen.
ronEbear @ Dec 23rd 2008 12:35PM
I killed three dog in my game, MOUAAHAHAAHAHAcoughHAHAH!!!
tl;dr @ Dec 23rd 2008 12:38PM
Worst ending ever: BIOSHOCK.
Seriously, I loved the game right up until the last quarter. And don't even get me started on that moronic superhero freak at the end.
Duke @ Dec 23rd 2008 12:59PM
That "boss" was pretty lame. However, recently I was pretty disappointed with the ending to Fable 2.
SSG Monty @ Dec 23rd 2008 1:14PM
The Bioshock ending was a letdown, however it is not the worst in recent memory.
For me that dishonor goes to Assassin's Creed. The "ending" is your character in the same cell he started off in with NO resolutions whatsoever.
Other notable unsatisfying endings: Halo 2, KOTOR II, Mike Tyson's PunchOut, just to name a few.
Ninja_Nun @ Dec 23rd 2008 2:49PM
Honestly?
I really liked the ending to Bioshock, to date the good ending is the only one that ever brought tears to my eyes from a game. I thought the entire way the story built up through the game was great actually, i have nothing but fond memories of Bioshock.
Gears 2 on the other hand had one of the most pathetic endings ever, i mean that wasnt a boss fight that was a case of gluing the trigger down and leaving the game for 5 minutes. Very dissapointing end to an otherwise decent game story.
Marty @ Dec 23rd 2008 12:41PM
Why is he doing that to the TF2 Pyro?
WiNG LifeInAGame.com @ Dec 23rd 2008 1:01PM
THAT PYRO'S A SPY!
Dr Jeckyl and Mr ESC. @ Dec 23rd 2008 1:16PM
THE SCOUT IS A SPY!!!!!
THE SPY IS A SPY!!!!
THAT SENTRY IS A SPY!!!!
ARRRGGGGHHHHH
*Dies
(Nop,I was the dispenser )
Tatticus @ Dec 23rd 2008 12:49PM
wow, that last comment describes like the opposite of MGS4. There's like an hour's worth of narrative after the game. To me a good ending brings closure to most of the points brought up in the rest of the story. If you leave the game with more questions than answers there's a pretty good chance you'll be dissatisfied.
I have to say though, I'm pretty disappointed at the fact that it's the budget's fault that many games have poor endings. I suppose not much can be done about that...
joe.arc @ Dec 23rd 2008 12:58PM
Hideo Kojima games have always had *proper* endings, even if they leave some questions unanswered. Ever heard of open endings in movies? Oh and many JRPGs have proper endings too. WRPGs? Not as much.
Giroro @ Dec 23rd 2008 6:54PM
Komjima thinks he is a better writer than he actually is IMO.
Antonio @ Dec 23rd 2008 7:09PM
Yeah he does. That part in the graveyard dragged on forever. Dude needs an editor like whoa.
Metatron @ Dec 23rd 2008 8:51PM
Lies. Metal Gear Solid 2 had one of the worst stories and endings in recent memory.
WiNG LifeInAGame.com @ Dec 23rd 2008 1:01PM
I would like to thank Joystiq for gathering so many interesting perspectives on this subject.
This is why Joystiq gets my readership over all the other game news blogs: depth of study and great writing.
Oh yeah and samfish and shagi.
Leobebes (BDF: Braid Defence Force) @ Dec 23rd 2008 1:03PM
Mass Effect's ending is the best ending I have seen so far this console generation. It also set it up for a sequel too.
Alien Lord @ Dec 23rd 2008 1:30PM
Yeah Mass Effect was stunning ending, one of the best I've ever seen, Twilight Princess was also a great ending (well if you watched the credits anyway).
Teh_Dave @ Dec 23rd 2008 1:06PM
It's also inherent to the medium. The core conflicts should be resolved by the player's agency, and that doesn't leave much for the ending to do. The most unsatisfying case is when games leave resolution of major conflicts to the ending. I'm talking about Final Fantasy VII.
Hah, I disagree 100%
ushman @ Dec 23rd 2008 1:08PM
Fable 2 had a really bad ending
Dr Jeckyl and Mr ESC. @ Dec 23rd 2008 1:21PM
Is hard to call that an ending it felt like half of the game was missing.
Hero of Strength was okay
Hero of Will was like half of the game
Hero of Skill was really brief.
A perfect world was like 15 to 20 minutes short (it depends if you stood to d*ck around kicking chickens).
Final Battle - 5 seconds to 3 minutes.
Credits- 10 minutes.
Peter next time you should add an additional DVD or something there are like 3 or so quests missing.
Rentaro @ Dec 23rd 2008 1:50PM
I personally liked Fable II's ending. It took a cinematic approach and does it quit nicely. The problem was that the story development was bad in which you couldn't care about any of the characters
SithLibrarian @ Dec 23rd 2008 1:26PM
Great article...although it would have been great to hear Tim Schafer's take :)
edgore @ Dec 23rd 2008 1:38PM
That can be said about any topic under the sun...
Danzaiver @ Dec 23rd 2008 1:18PM
SPOILERS:
Gears of War 2 ending...
It was so lame, it was like BOOM!!! everyone ok? hell yeah!!! we are fine!!! we won !!! wait I don't know if we won. CREDITS.
At least the multiplayer is great! wait... no, it sucks. *sad face*
Dr Jeckyl and Mr ESC. @ Dec 23rd 2008 1:30PM
***SUPER SPOILER ***
I finished it in Co-op on Hard (Not insane) for the first time and when we got to the Mutant Brumak we killed it in like 2 minutes without knowing what the hell was going on.
That fight compared to RAAM was very crappola but the story wasn’t entirely bad well it wouldn’t be if it wasn’t because the conclusion of Dom’s story was completely pointless.
I don’t think it was bad but it wasn’t brilliant either.
I think Assassin’s Creed takes the cake
They took a story and a concept that was good to begin with and they decided to f*ck it all up with the purpose of announcing the sequel. They revealed the friggin plot twist at the beginning of the game and the gameplay was completely repetitive so the only thing why anyone would complete the game was to see what happened to Altair and Ubisoft decided to end the game on the cheapest and most forced “Cliffhanger” I have ever seen.
Mr Khan @ Dec 23rd 2008 1:22PM
Endings should answer any open questions created by the game itself, which would still leave the door open to a sequel (to create new questions), but wouldn't leave us hanging like so many continuous-arc sequels tend to
Metroid Prime did it particularly well, having three distinct plots by the Space Pirates and by Metroid Prime herself, the foiling of each plot was the end of the game, but it was made clear in the first two that Metroid Prime lived on. Star Wars did a good job of conflict resolution in every movie except The Empire Strikes Back, where each movie could stand on its own as a one-shot release, but still creates a continuous story
aaronx_x @ Dec 23rd 2008 1:30PM
wercome to sirent hrill
MDS @ Dec 23rd 2008 1:46PM
Having just beat Fallout 3, I have to echo an above poster. Really enjoyed the game, don't regret playing it in the least. But the presentation of the end was... yeah.
I'm holding out hope for some of the DLC, especially The Pitts. (I just moved to Pittsburgh, so I'm looking forward to laughing my ass off if I get to see a bombed-out Primanti Bros. place or something)
Andazeus @ Dec 23rd 2008 1:51PM
My thoughts on this year's game's endings:
-Most disappointment: Fallout 3. Great game and right on climax it just ends with showing you a picture slideshow. A collection of (quality) cutscenes showing you what happened to the cities and characters you met after the final moment would have been so much better. Or have some freeroam and let the player see the results himself. Would have been best, but most difficult I guess.
-Biggest surprise: Prince of Persia. Although it is open ended, the ending itself was extremely well done. Even though it left the player in charge of the character the narration worked just perfectly and gives the player the feeling of doing everything on his own, instead of presenting him with a movie. Also, it didn't cut the game at it's climax as it doesn't just end with "congrats, you bet the boss, that's it" but it still managed to hold some tension.
And even though it's pretty obviously hinting at a sequel, the ending would be nice even without a sequel, as it definitely gives it some twist and even encourages you to think about the characters and what you achieved once more.
Another nice ending, although not this year: Mass Effect. Even though it is working towards a second title, it still leaves you with enough satisfaction of having achieved something and the fluent conversation system keeps you in charge of your character while not sacrificing gorgeous cinematics.
And as I'm on it:
Worst ending ever: Halo 2. This is self-explanatory I guess.
BigFat @ Dec 23rd 2008 1:58PM
i think the bioware developer hit the nail on head.
Army Fork @ Dec 23rd 2008 2:27PM
Worst ending I've experienced was probably Assasin's creed. Very odd, and I kept expecting more with the ending, but I never received that.
One of the best endings was *Spoiler Alert* Braid, there was a great build and seemingly confusing narrative, but once you had seen the ending and started relating everything to the development of the nuclear bomb, it made a lot more sense and almost felt kind of heartbreaking in the scene with the girl. Excellent ending and story.
BigFat @ Dec 23rd 2008 2:59PM
you know the developer has came out and publicly said that the story has nothing to do with the A-bomb right?
Army Fork @ Dec 23rd 2008 9:59PM
Last I heard his statement was the game was open to interpretation and this is what I interpreted.