It is no secret that a good ending
is one of the hardest parts of a narrative to pull off. Video games are no
exception and there is a rather unfortunate trope in game writing that has
developed out of the idea that the player should have choices in their stories.
The trope is what I like to call the: “push button, receive ending,” where the
player reaches the end of the game and is asked at the last moment to make an
A/B/C choice which determines which one of a few predetermined endings they
see. Now, this trope and the idea behind it are not problematic in and of
themselves. It can be argued that by making such a choice only important
through cutscene, then the agency inherent in play is being removed from the
player, but that argument is predicated on the idea that any game element not
expressed in play is fundamentally unimportant. And while the integration of
narrative into play is arguably the most powerful modes of expression at a game’s
disposal, such an argument neglects other approaches to delivering narrative
which are still useful and valid. Granted, the “push button, receive ending”
formula is over-saturated, and by and large, it is used poorly. All too often
developers seem to get caught up in the idea that the final choice needs to be
the biggest and most world sweeping choice of all. As a result, the choice
often becomes disconnected from the game’s narrative arc and characters.
Two of the most egregious examples
of this phenomenon are Deus Ex: Human
Revolution (Eidos Montreal, 2011) and Mass Effect 3 (BioWare, 2012). Human Revolution's narrative focuses around Corporate Security Chief Adam Jenson’s quest to rescue a group
of kidnapped scientists. Meanwhile, in the background of the setting, the rest of society attempts to determine the role
human augmentation in the future. Jenson’s narrative is
partially resolved before the ending in that he finds several of the scientists
and engineers their escape, only to suddenly be pulled away by a tangentially related and world threatening event. Though the game is all about stealth-action and a mix of lethal and non-lethal combat, the ending requires Adam to press one of four buttons and send a televised signal which will determine the role
of human augmentation in the future of man-kind. No matter which choice the
player makes the game shows a minute-and-a-half montage of stock-footage while
Jenson monologues about the choice the player just made. The problem with this
ending is that it is completely disconnected from the core narrative. The narrative
focus on the smaller scale problem of saving the scientists is lost in favor of
foregrounding the conflict between pro- and anti- augmentation forces within society. While this
conflict was definitely important to the setting, it is not the driving force
of the narrative and its foregrounding overshadows any sort of human-scale
consequences. In that sense, the choice is rendered meaningless because the
player lacks the proper context to make an informed choice.
This room was built to control world politics, apparently. |
The ending of Mass Effect 3 demonstrates the same problem. The 40+ hours narrative
of Mass Effect 3 involves rallying
the species of the galaxy against the ancient race of sentient machines called the
Reapers. The Reapers intend to destroy and harvest all sentient life for reasons
known only to them. The ending places the protagonist, Commander Shepard, in a
room with three options: sacrifice herself in order to become the overmind of the
Reapers and turn them into a force that could help the galaxy, destroy the Reapers
and all synthetic life in the galaxy (including an allied race of sapient
machines), or sacrifice herself in order to merge all organic and synthetic life
in the galaxy and create a new and strange future. Once again, the ending
became disconnected from the central focus of the narrative. The three-way choice
at the end of Mass Effect 3, asserts
an organics vs. synthetics dichotomy that is not supported by the game’s
narrative. In fact, the narrative arc of the Geth, a sympathetic race of machines that the
Reapers also seek to annihilate, actively subverts the typical science fiction cliché
of organics vs. robots. Much like Human
Revolution’s ending, the consequences of the player’s actions, though
briefly explained, are not contextualized on an individual scale. The choices
themselves only slightly change the ending cutscenes and the consequences for
the characters the player has spent an entire trilogy working with are not
shown, nor explained, making informed choice impossible.
Color coded for your morality. |
While those are just two of many
examples of how the “push button, receive ending” formula tends to go wrong, there
are a few instances where it actually works. Bastion (Supergiant Games, 2011) is the best example in recent memory. Bastion’s narrative focuses around the Kid, a former citizen of a
city called Caelondia and survivor of an apocalyptic event called The Calamity.
As the game progresses, he goes to a place called the Bastion where he meets
an old survivor named Rucks. Rucks explains that if they can collect enough
"cores" to power the Bastion, it can undo all the damage of the Calamity and
restore the city of Caelondia to its former glory. During the final
level, Rucks explains that true purpose of the Bastion is to reset the world to
a time before Caelondia caused Calamity. The problem is that the Bastion will
also reset everyone’s memories, so there is nothing to guarantee that the same
mistakes will not be made again. The final choice of the game is whether to use
the Bastion to reset time or deactivate the
Bastion’s core and try to “set sail” into an uncertain future.
Mechanically, there is very little
difference between Human
Revolution, Mass Effect 3, and
Bastion’s endings. All three endings are very non-specific about what
actually happens after the choice. The above images and a very brief final
monologue from Rucks are all that happen before Bastion's credits role. And the true
purpose of the Bastion was only introduced during the final level, so this was
not a choice that the player would anticipate. The difference is that the results
of Bastion’s choice both fit
logically into the narrative and have comprehensible and meaningful consequences
for the characters involved. The “Someplace Strange” levels provide the player
with the personal histories of several of the characters and demonstrate how their lives differed from the gleaming picture of Caelondia that Rucks paints. As a result, the player understands what Caelondia meant to every character in the story, and what the chance of freedom setting sail offers them could mean. While the decision whether or not to reset the world is a
massive-scale choice, it is also parallels more universal problems. “Errant
Signal’s” analysis of Bastion compared
the choice at the end to a bad break up: do you try to get back together with
the person knowing the problems that caused the original break up may return, or do
you move on and try to find someone else? Other positive examples of the “push
button, receive ending” formula reflect back on the player's reality. Spec Ops: The Line (Yager Development, 2012) ended with a rumination on the
nature of choice and guilt. Captain Walker’s war crimes are as much a function
of his choices as the player’s desire to “be a hero” and play the game to its
end. The decision by the player whether or not Walker will take his own life
reflects the player’s acceptance or rejection of his own culpability. Primordia (Wormwood Studios, 2012) offers the player a Hobson’s choice
through dialogue, which the player can either accept causing credits to roll,
or attempt to puzzle their way out using the tools they have been using throughout the game. Horatio’s success or failure is
dependent on how the player reacts to seemingly untenable situation: do you
accept the Hobson’s choice the developers provided and which modern video games
have accustomed players to, or do you try to find third, fourth or fifth option?
The Walking Dead’s (Telltale Games, 2012) final choice asks
the player to face their impending mortality from the perspective of a parent. It
demands the player reflect on whether he prepared Clementine for the world she must face alone, whether he made the right choices between showing her what is right and what is necessary, and whether he will meet his
death alone or with her assistance. This choice demands he choose between the existential horror of becoming one of "the walkers" or risk traumatizing her by asking her to kill him before that can happen.
Arguably, the problem with this
trope is a problem in writing and contextualization but there is a design element
which should be taken into account. In most games, especially linear ones,
choice is just a branching railroad and we need to acknowledge that the branching-dichotomies
type of ending does not create game-play choice but rather narrative choice. Any
consequence made at the end of the game is a narrative consequence that the player will not
have to experience for long. Thus, this choice itself, and not just what follows it, needs to be the emotional core of the ending. In order to make this choice important, the final choice needs to be the one with the
most emotional and thematic impact, not the choice with the biggest consequences. Arguably, Mass Effect 3 and Human Revelution’s endings are the biggest choices in their
respective games. Any choice the player makes will completely alter the future
of the galaxy/world, but they are also arguably the least emotional or thematically relevant choices in
either game because they are not consequences of the core, character-driven narrative. For a final choice to have impact it needs to do
more than just relate to the characters and have comprehensible results—though it
needs both as well—a final choice must also feel like the ultimate consequence
of everything that came before. The choices in Bastion, Spec Ops, Primordia and The Walking Dead are all consequences of the protagonist’s actions.
The Kid’s actions made activation of the Bastion both a possibility and
potential necessity; Captain Walker’s unwillingness to acknowledge his actions drove
him to create Colonel Konrad as the manifestation of his deferred guilt, leading
to his final existential crisis; Horatio’s confrontation with Metromind is a
result of his drive to be independent; and Lee and Clementine’s final moments
are the result of a plethora of choices on Lee’s part. Such choices leave the
player feeling that the final choice is as much their doing as it is the
developer’s. A well executed final choice offers a place for introspection, for
questioning what brought the player to that point, and what each option means to
them as a person. In essence, a final choice should not be a question of whether the player is on a "paragon" or "renegade" playthrough!
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BioWare. Mass Effect 3. Electronic Arts. 2012. Xbox 360
Eidos Montreal. Deus Ex: Human Revolution. Square Enix. 2011. Xbox 360.
Supergiant Games. Bastion. Warner Bros. Interactive Entertainment. 2011. Xbox 360 (XBLA)
Telltale Games. The Walking Dead. Telltale Games. 2012. Windows.
Wormwood Studios. Primordia. 2012. Windows.
Yager Development. Spec Ops: The Line. 2K Games. 2012. Xbox 360
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BioWare. Mass Effect 3. Electronic Arts. 2012. Xbox 360
Eidos Montreal. Deus Ex: Human Revolution. Square Enix. 2011. Xbox 360.
Supergiant Games. Bastion. Warner Bros. Interactive Entertainment. 2011. Xbox 360 (XBLA)
Telltale Games. The Walking Dead. Telltale Games. 2012. Windows.
Wormwood Studios. Primordia. 2012. Windows.
Yager Development. Spec Ops: The Line. 2K Games. 2012. Xbox 360