Prime Junta
RPGCodex' Little BRO
- Joined
- October 19, 2006
- Messages
- 8,540
It just occurred to me that many computer games I've really liked tend to fall on their faces towards the endgame. You know, that bit when all the open exploration and character development is finished and it's time to face your destiny/archenemy/consequences of your choices/whatever, your options narrow down, the plot elements get resolved, and so on.
IMO a strong endgame should be (a) narratively satisfying, (b) challenging, and (c) imaginative, while (d) avoiding really tired clichés or cop-outs like "kill the same boss N times to win," its variant "kill the boss's N different incarnations," "to kill the boss, destroy these pillars/tanks/minions/batteries first," or "fight your way through endless waves of enemies you've already faced, only in smaller numbers."
Here are a few games that I liked a quite a lot overall but where the endgames felt really lame:
* KOTOR 2: The Sith Lords. The endgame only managed one of the four, and that only barely -- it *was* sorta narratively satisfying, as the background traumas of the player character and the mystery of Kreia got resolved. But it failed pretty miserably on all other counts.
* NWN 2 OC. The early game, until Neverwinter, was kinda OK, the mid-game was great, it took a steep dive at the point where your keep got besieged, and the actual real endgame was absolutely terrible in every possible way. (Obsidian again. If it weren't for the pretty good endgame and ending in MotB, I'd start to suspect that they just lose interest in writing the damn things when it comes time to finish up.)
* Vampire: The Masquerade -- Bloodlines. Despite its flaws, it was among the most brilliant cRPG's of recent years... until the stupid grind of the endgame. This one was neither narratively satisfying, nor imaginative, nor did it avoid the classic clichés.
* Bioshock. This game generally fell apart after the Great Plot Twist; up to then it was pretty solid going, but everything beyond that felt tacked-on, and the endgame challenges were neither imaginative, nor challenging, nor narratively satisfying.
* S.T.A.L.K.E.R. Everything up to Pripyat was brilliant. From there on out it was just running an increasingly tight gantlet, and killing hordes and hordes of enemies. The endings were narratively pretty unsatisfying too -- the "fake endings" were just about horrible, while the "real" one involved a jarring change of pace and running yet another fairly unimaginative gantlet.
Here are a few that IMO succeeded in some areas, but failed badly in others:
* BG2: Throne of Bhaal. The actual dénouement was pretty good and it succeeds well in the "narratively satisfying" department, but the gameplay was atrociously bad, and it managed to incorporate just about every possible cliché into it.
* Planescape: Torment. The dénouement was possibly the most brilliant in any cRPG ever, but again the gameplay needed to get there was a tiring, tedious, trial-and-error grind. Which pretty much describes the entire game for me. Brilliant writing, brilliant imagination, god-awful gameplay.
* KOTOR 1. It made a decent attempt at working in your DS/LS character into the endgame, the gameplay itself wasn't horrible, and the dénouement was satisfying enough... but the final boss battle, and the last steps leading up to it after your final encounter with Bastila, were just insanely clichéd, tedious, and generally irritating. Nowhere near as bad as KOTOR 2's endgame, though.
* Deus Ex. Again, great resolution, meaningful choice, narratively very satisfying... but that final battle was a pretty unimaginative grind.
And here are a few that IMO succeeded pretty well, or indeed very well, in three or more areas:
* Jade Empire. This is one game that got *better* towards the end. It had felt like pretty standard, good, clean, BioWare fun until the big twist near the end; the events after that did a brilliant job of resolving the loose plot ends, pushed the character to the limit while introducing new challenges, and was imaginative, interesting, and generally successful.
* Fallout. Here the beauty is that there is no endgame -- it's just that some stuff you can do will tie things up. The illusion of freedom is kept until the very last shot, or dialog choice as it were. The problems with the endgame are the same that the entire game has -- the generally not very successful combat gameplay, due mainly to the limitations of the combat AI.
* BG2: Shadows of Amn. This was well-paced, and the pace increased towards the end; the final challenges and confrontations were well thought-out, narratively satisfying, and creative. The only area where they perhaps lacked a bit was the challenge department -- at least I had a lot less trouble with the final battle than with several I had fought until then.
* The Witcher. I don't think I can recall any game where I've been left as wowed by the endgame as this one. It really felt like I'd accomplished something, that my choices on the way made a difference, and it was exciting, creative, and challenging right up to the very end. It was a brilliant ending to a great story arc.
* NWN 2: Mask of the Betrayer. Again, challenging without being a (horrible) grind (although it got dangerously close at times), a change of scenery that made things interesting and different, and resolutions to the plotlines that you had opened up, based on the choices you had made and the corners you had explored. Not the best ever, but pretty damn good.
IMO a strong endgame should be (a) narratively satisfying, (b) challenging, and (c) imaginative, while (d) avoiding really tired clichés or cop-outs like "kill the same boss N times to win," its variant "kill the boss's N different incarnations," "to kill the boss, destroy these pillars/tanks/minions/batteries first," or "fight your way through endless waves of enemies you've already faced, only in smaller numbers."
Here are a few games that I liked a quite a lot overall but where the endgames felt really lame:
* KOTOR 2: The Sith Lords. The endgame only managed one of the four, and that only barely -- it *was* sorta narratively satisfying, as the background traumas of the player character and the mystery of Kreia got resolved. But it failed pretty miserably on all other counts.
* NWN 2 OC. The early game, until Neverwinter, was kinda OK, the mid-game was great, it took a steep dive at the point where your keep got besieged, and the actual real endgame was absolutely terrible in every possible way. (Obsidian again. If it weren't for the pretty good endgame and ending in MotB, I'd start to suspect that they just lose interest in writing the damn things when it comes time to finish up.)
* Vampire: The Masquerade -- Bloodlines. Despite its flaws, it was among the most brilliant cRPG's of recent years... until the stupid grind of the endgame. This one was neither narratively satisfying, nor imaginative, nor did it avoid the classic clichés.
* Bioshock. This game generally fell apart after the Great Plot Twist; up to then it was pretty solid going, but everything beyond that felt tacked-on, and the endgame challenges were neither imaginative, nor challenging, nor narratively satisfying.
* S.T.A.L.K.E.R. Everything up to Pripyat was brilliant. From there on out it was just running an increasingly tight gantlet, and killing hordes and hordes of enemies. The endings were narratively pretty unsatisfying too -- the "fake endings" were just about horrible, while the "real" one involved a jarring change of pace and running yet another fairly unimaginative gantlet.
Here are a few that IMO succeeded in some areas, but failed badly in others:
* BG2: Throne of Bhaal. The actual dénouement was pretty good and it succeeds well in the "narratively satisfying" department, but the gameplay was atrociously bad, and it managed to incorporate just about every possible cliché into it.
* Planescape: Torment. The dénouement was possibly the most brilliant in any cRPG ever, but again the gameplay needed to get there was a tiring, tedious, trial-and-error grind. Which pretty much describes the entire game for me. Brilliant writing, brilliant imagination, god-awful gameplay.
* KOTOR 1. It made a decent attempt at working in your DS/LS character into the endgame, the gameplay itself wasn't horrible, and the dénouement was satisfying enough... but the final boss battle, and the last steps leading up to it after your final encounter with Bastila, were just insanely clichéd, tedious, and generally irritating. Nowhere near as bad as KOTOR 2's endgame, though.
* Deus Ex. Again, great resolution, meaningful choice, narratively very satisfying... but that final battle was a pretty unimaginative grind.
And here are a few that IMO succeeded pretty well, or indeed very well, in three or more areas:
* Jade Empire. This is one game that got *better* towards the end. It had felt like pretty standard, good, clean, BioWare fun until the big twist near the end; the events after that did a brilliant job of resolving the loose plot ends, pushed the character to the limit while introducing new challenges, and was imaginative, interesting, and generally successful.
* Fallout. Here the beauty is that there is no endgame -- it's just that some stuff you can do will tie things up. The illusion of freedom is kept until the very last shot, or dialog choice as it were. The problems with the endgame are the same that the entire game has -- the generally not very successful combat gameplay, due mainly to the limitations of the combat AI.
* BG2: Shadows of Amn. This was well-paced, and the pace increased towards the end; the final challenges and confrontations were well thought-out, narratively satisfying, and creative. The only area where they perhaps lacked a bit was the challenge department -- at least I had a lot less trouble with the final battle than with several I had fought until then.
* The Witcher. I don't think I can recall any game where I've been left as wowed by the endgame as this one. It really felt like I'd accomplished something, that my choices on the way made a difference, and it was exciting, creative, and challenging right up to the very end. It was a brilliant ending to a great story arc.
* NWN 2: Mask of the Betrayer. Again, challenging without being a (horrible) grind (although it got dangerously close at times), a change of scenery that made things interesting and different, and resolutions to the plotlines that you had opened up, based on the choices you had made and the corners you had explored. Not the best ever, but pretty damn good.
- Joined
- Oct 19, 2006
- Messages
- 8,540