It Is Wednesday: Endgame(s) (Patreon)
Content
Industry continues to be a mess, so this week, let's talk game design theory -- and also give you an update on The Shadow Over Cyberspace.
While waiting for the last background art to come in, I've been busy writing all 15 endings. "What the-- fifteen endings!?" you might be saying. And it's true! Because we need distinct writing for all of these variations:
4 Solo Endings: Niara, Hector, Aza-chan, Yosuke (with "pulled back from the brink" vs. "gave in to temptation" on each)
2 Team Endings: Team Chaos (Niara/Aza), Team Order (Hector/Yosuke)
4 Team+ Endings: Team Chaos adding in Hector, Team Chaos adding in Yosuke, Team Order adding in Aza, Team Order adding in Niara
4 "Diagonal" Endings: Niara/Hector, Niara/Yosuke, Aza/Hector, Aza/Yosuke
1 Quad Ending: All four recruited to the same team
1 Failure Ending: Couldn't sway anyone to your side
1 Cthulhu Ending: Decided to let Cthulhu win
...and because I am bad at math that's actually 17 endings, not counting variations.
But what is an "ending," exactly? I've got two schools of thought here...
Arcade Spirits and New Challengers both end in the same place, with the same ultimate resolution -- but they're highly customizable about how you reach that ending, who you ally with, what help you seek along the way, and so on. It's a singular story and told from start to finish but the end reflects your choices. There are achievements for different endings, but ultimately they're all pretty similar. You're not really meant to "collect 'em all" but some folks enjoy that, so hey!
Penny Larceny has wildly different endings, with whole chapters unique to each of the five main paths through the game, plus a bonus ending. Here, you're meant to "collect 'em all" because that enables the bonus ending that ties everything up. It's wildly nonlinear and each experience is very different from the last until the grand finale.
I think both approaches have merit. One is good for longform stories, where you can say "this is MY ending to MY story and I'm happy with how things turned out." The other is good for shorter, more replay focused stories, where you can say "I wonder how things would be different if...?"
For The Shadow Over Cyberspace, I'm going with kind of a hybrid. The story is fairly linear, just like Arcade Spirits, up to the finish line -- and then you choose who you want to bring with you into battle, based on whose trust you've earned along the way. Each combination has a different outcome, but the story leading up to it is the same. So I encourage players to drop a save before the finale, so they can see what the different futures lie in store for this world.
Will I return to the Penny style in the future, episodic and with extremely different paths? Maybe. I'm pondering my next game after this. But with my health situation and the increased difficulty of doing really complicated game dev, I can't say for sure. To be continued.
So, what are your favorite narrative games, and how do they approach choices and endings? Do they save the major branches for the end, or is every experience wildly different?