The lights are on
Video game storytelling has grown tremendously. In less than
40 years, we've gone from two ping-pong paddles and a ball to full-blown
narratives, multidimensional characters, and complex themes. I love watching
people dissect modern games and come away with different interpretations, and
that developers even hide secret messages for the most dedicated players to
unravel. Despite this, many gamers haven't reacted well to non-traditional storytelling
and cryptic endings.
Spoiler warning: This
editorial discusses the endings of The Last of Us, BioShock Infinite, Mass
Effect 3, and Zero Escape: Virtue's Last Reward.
Lately, I've noticed more and more blowback at endings that
don't wrap things up in a neat little package, and instead leave gamers to make
their own interpretations. Ambiguity is looked at as the ugly stepsister of
endings. How dare the writers leave any unanswered questions? One of the
problems with video games and why gamers yearn to have the loose ends wrapped
up is the time commitment. Compared to watching a movie, there's more buildup and
hype to the culmination of our efforts. Being left unsatisfied stings,
especially when you've spent numerous hours with the characters and universe.
Not every game should walk the ambiguity route, but I wish gamers would take
some delight in coming to their own conclusions.
Take Naughty Dog's recent hit, The Last of Us. The writer
made a deliberate choice to end with Joel lying to Ellie and the audience not
knowing what that lie will mean for the pair. Ellie actually asks him if he's
telling the truth, acknowledging to the audience that even she is speculating about
Joel's motivations. However, Joel continues his lie and she responds with a
simple "okay." You can take her "okay" to mean a number of things, but the
credits roll leaving you with just that word. While many defended this ending,
the first question I was asked by many gamers is if I thought Naughty Dog would
release DLC or a sequel to "provide closure" and "wrap up the story." My
response has and always will be that knowing the complete outcome would ruin it
. Part of the magic is putting together all the information and interpreting those
last lines for yourself. I've thought about that ending long after I saw it
because it left me to connect the dots. I am satisfied by my interpretation,
and don't need Naughty Dog to spell it out in order to enjoy one of the year's
Not all stories have clean resolutions, and neither do those
in reality. Life is messy and complicated; journeys don't end with all the
pieces in place. Some of the best writing must be analyzed, left to one's own
interpretations, without having writers commit to one "right" way to take their
Science fiction often leaves loose ends and unanswered
questions. For whatever reason, this has been met with resistance when it pops
up in games. Zero Escape: Virtue's Last Reward's ending is a classic take on
the sci-fi genre, yet the complaints are rampant. Many gamers thought it was
simply a setup for a future game, despite it being reminiscent of many speculative
science fiction stories. Few absolutes are presented in VLR; by the end, you
can't trust your own thoughts, and that's where it succeeds. Did the game end
where it began? Time travel is always complicated and some of the best sci-fi
plays off its ambiguity.
However, a bad ending is a bad ending, and there's no
getting away from that. Just make sure you're calling out the company because
it was poorly executed, not just because it's different. Fans felt like Mass
Effect 3's often-debated finale didn't fulfill the cocktail of promises BioWare
waved in front of them, especially regarding their own choices. The fact that fans couldn't
bear any loose ends, such as not knowing the impact of the destruction of the
mass relays, says something about how powerful the series' storytelling is. Nonetheless,
for some the ending overshadowed the entire game. When fans have a five-year
investment in a series, sky-high expectations can make ambiguity hard to pull
off. This is also a two-way street, though. Fans must meet writers halfway, and
allow them to experiment and not force-feed them all the answers.
As the industry grows, more styles will emerge. This makes
me worry they won't be embraced because we're too rigid in our expectations,
rejecting anything that turns away from the norm. Still, I'm hopeful. Over the
last few years, not all ambiguous endings have been met with displeasure. Games
such as BioShock Infinite inch closer to great literature and film; gamers
weren't just watching and having all their questions answered, instead being
invited to think through what Infinite's ending meant.
The best games spark us to discuss and analyze them with
is the most gratifying experience a gamer can offer and I'd hate for gamers' longing for neat conclusions to deter writers from
going outside of the box. We have to be okay with not having our hands held;
the writers are sharing their stories with us, and sometimes the best storytelling
asks for a little more of its audience than a passive acceptance of perfectly
laid out details.
Email the author Kimberley Wallace, or follow on Twitter, and Game Informer.
This article reminded me of the ending to Enslaved. Where basically you interpret it as either did Trip do the right thing or wrong thing.
How very true!I applaud you for writing this!
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Having recently finished The Last of Us, and Bioshock Infinite I was completely satisfied with the conclusions of both. It's like reaching the ending of a good book. You want to know that, for the most part everything turned out alright, but as you said there's a sense of satisfaction drawing up your own conclusion for the character's futures.
I completely agree. I absolutely loved BioShock Infinite and The Last of Us' endings (/especially/ Last of Us. Good lord that game was phenomenal). I personally didn't like Mass Effect 3's ending though, and I'm not even exactly sure why myself. Perhaps it was /too/ ambiguous for me, or maybe you're right and it's simply a matter of expectations. Maybe I just wanted a simple action movie ending because that's kind of what those games were to me (and I don't at all mean that in a bad way, I love those games).
Regardless though, I agree with this article. While no method of storytelling should be used exclusively in everything, ambiguous endings are amazing when done right, and I really hope people don't shy away from them.
I think that sometimes, it's great to revisit things that had extremely ambiguous endings.
Take Halo for example. A lot of people may not have liked Halo 4's story but after years of wondering what happened to Chief and Cortana, I got to see it for myself. Sure it completely abolished what I had imagined and concocted in my own mind, but it was still amazing to revisit that universe and those characters.
If a game has an ambiguous ending like the Last of Us, it doesn't need to be explained or ever revisited. However, I wouldn't mind having a sequel in a few years once everyone has kind of "forgotten" about The Last of Us.
Well done for this important discussion addressing the often complex nature of endings especially in gaming. I am in agreement that sometimes trying to figure out the story and how it will end is often one of the best experiences;After all,being told everything could potentially spoil the surprise.
If you get an ending that tells you what happened there is always a gap in the information they give, which kind of ruins the ending. But in a game where the ending is left open there is disappointment in the finalizing of the story.
i love these endings...idk about mass effect though... what about the quasi ending of halo... spartan heaven...and
(Note: I skipped the article because of spoilers for games I haven't played. Sorry!)
You want to talk about ambiguous endings? Let's talk Mother 3. (Spoilers ahead!) You pull the final needle...and the world is destroyed. WTF? After the credits, you can talk to people who will say that the world was reborn...but is that a good thing in this case? It really doesn't make any sense at all.
The worst part about the original Mass Effect 3 Ending was that after hours of gameplay they didn't tell you who the Reapers were. There should have been no ambiguity about who they were.
I think the extended cut endings were better. They still left things open to what would happen in the future. I'm still pissed that they essentially lifted the ending from Deus Ex Invisible Wars. It is almost exactly the same. That was just plain lazy.
I hate all the people that bitched about ME3's endings...still to this day hate them.