Dhruin
SasqWatch
It was actually the comments on Mafia's ending that caught my attention with this article but it does have a weak RPG link with a mention of KotOR. Hit the link for The difficulty in creating an awesome ending to a video game:
More information.Since unconventionally dramatic endings do not lend themselves to pleasing gameplay, most videogames often end with one of the aforementioned action climaxes, followed by a quick bit of story to wrap things up. Knights of the Old Republic, as dramatic and wonderful as it was, simply ended with a boss battle and a quick cutscene showing a good/bad ending, depending on whether you played light or dark side. This method of ending a game is problematic, but also seemingly unavoidable: on the one hand, the boss battle/epilogue format can get very boring, very fast. But on the other hand, would you really want to play a game that doesn’t give the player a tremendously satisfying gameplay challenge during its climax? I’m obviously a big supporter of gaming as an art medium, but even I have to admit that an ending like the suicide scenario detailed above would be very, very frustrating.