[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: file.png (2.19 MB, 1500x1143)
2.19 MB
2.19 MB PNG
Is there room in vidya for a non-sequelbait tragic ending? One where the player spends perhaps 40+ hours trying to do something only to fail? One where there is no secret boss or item you need to get in order to get the good ending, its just one ending and that ending is bad for the player character? They happen in plays, books, and movies, but does the interactive element of a video game change the dynamic enough to make a tragic ending seem like a waste of time and a fuck you to the player?
>>
>>722569208
>Is there room in vidya for a non-sequelbait tragic ending
Mafia and Mafia 2 are like that.
>>
>>722569208
Red dead redemption, and RDR2 which we all saw coming, but of course in RDR1 you get the epilogue and RDR2 epilogue ending is much fleshed out and actually a real good ending to the game.
I suppose you can also get some anti climactic endings in FONV. Though desu they are all anti climactic as its just flash cards.
really shit there is no post game in that game.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.