Rezz
Mr. Poopybutthole
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There's a lot of games with bad endings, especially where they aren't obviously part of some continuing story. The first Soul Reaver game literally had "to be continued" in the final scenes, and it wasn't until a few years later that it did. I do think that we are slightly harsher on mediocre/average endings to good/great games, simply because the precedent of gameplay/story made us expect better. Mass Effect's choose your own color endings were a fairly lame cop out, but it was definitely exacerbated by the fact that the games and stories leading up to the endings were pretty damn awesome.
Bravely Default's ending wasn't bad, it just occurred after literally -hours- of repeating the exact same content with tiny differences and minimal story/plot progression, aside from fleshing out alternate universe versions of the Asterisk holders. And not even grinding for hours; it was literally repeating the same content for hours because story progression demanded the repetition.
I think that's why there's been so much push to have new game+ type scenarios in just about every game these days. The gameplay is the highlight (in most cases) and almost no ending is going to really encompass what every player feels should happen in the ending for a given game. So hey, just tack on more shinies after the credits roll!
I will say that for the most part, jrpgs tend to have better and more fleshed out endings than most other types of narrative heavy games. If only because they are usually on-rails stories with combat/mechanics/progression means in between the story chunks. Not 100% positive on the process, but I would imagine the ending to those types of stories is part of the sales package to get something published in the first place.
Bravely Default's ending wasn't bad, it just occurred after literally -hours- of repeating the exact same content with tiny differences and minimal story/plot progression, aside from fleshing out alternate universe versions of the Asterisk holders. And not even grinding for hours; it was literally repeating the same content for hours because story progression demanded the repetition.
I think that's why there's been so much push to have new game+ type scenarios in just about every game these days. The gameplay is the highlight (in most cases) and almost no ending is going to really encompass what every player feels should happen in the ending for a given game. So hey, just tack on more shinies after the credits roll!
I will say that for the most part, jrpgs tend to have better and more fleshed out endings than most other types of narrative heavy games. If only because they are usually on-rails stories with combat/mechanics/progression means in between the story chunks. Not 100% positive on the process, but I would imagine the ending to those types of stories is part of the sales package to get something published in the first place.