Crawling back out from under his rock -
July 3, 2001 - Andrew Kaufmann
Disclaimer: The opinions expressed
within this column are those of the participants and the
moderator, and do not necessarily reflect those of the
GIA. There is coarse language and potentially offensive
material afoot. It's not like it's that big a deal, you know?
Don't say we didn't warn you.
I'll be your Double Agent host for the next couple of evenings, so, like, I think I
should introduce myself. Or re-introduce myself, depending on your perspective, I suppose.
I'm Andrew Kaufmann, former weekend host of Double Agent. I have quite a checkered videogame
past, having been a co-maintainer of the Unofficial Squaresoft Home Page, starter of the Q&A
column and news reporter over on RPGamer.com, co-founder/co-owner of the GIA, and occassional
writer for the likes of IGN, Official Dreamcast Magazine, and EGM.
That having been said, I know next to nothing about video games. I mean, seriously. I haven't played
an RPG since Final Fantasy IX -- which I didn't even have a chance to finish. My life is pretty busy
with everything but video games. So I'm going to have to humbly ask that you forgive me for my
ignorance. But we all know that ignorance is no substitute for humility, and it's sure as heck not
going to stop me from spreading my cockamamie "knowledge" about the fruited plain like tree pollen!
So let's have some fun, shall we?
How should a game end? Part I (FF8, FF9, and Phantasy Star 4 spoilers) |
--Are game plots getting too complicated? I don't think complicated stories are bad (I loved Xenogears'), but the more complex you get, the harder it is to execute it all well -- which is why games with simpler, less epic stories often end up more endearing.--
I don't want narritive closure necessarily, but I would like the ending to
have SOMETHING to do with the story. That's what kinda killed FF8 for
me...You hadn'tmet Ultimecia, or really even heard about her. You were just
thrown at her last second. 9 did it a little better, using a charecter you
already knew to introduce the final boss, and giving you enough back history
to make it involving, but still a little skimpy.
Now, there was very little I questioned at the end of both games, except for
of course, about Vivi, but that was good thoughtful questioning, not.."Well
just who WAS the last boss anyway?"
But no, I don't need closure...just a good reason to fight. If I had a reason
to hate Ultemecia, like I hated Sephroth and hated Ghaleon, FF8 would have
been one of my favorites of all time.
But closure? Nah. I LIKE havign to think about and ponder over the ending.
Wondering what may happen to the charecters allows for more freedom. If Lunar
had ended in doubt about Alex and Luna's survival, so much the better. But if
Ghaleon hadn't turncoated and kidnapped Luna, but some unkown Magic Emporer
had at the end of the game..well, that woulda sucked. But it didn't and so,
it didn't.
I'd say the perfect example of just enough information and slight question
about the ending was Phantasy Star 4.
Sure, Rika and Chaz got together, but there was a lot left unanswered. Was
Profound Darkness really defeated? Will the world TRULY have peace? What
about the complete devestation of Motavia? Will the inhabitants survive? So
even though you know about the charecters themselves, some broad questioning
adds depth.
So in conclusion, you don't have to finish a game, just gimme a good reason
to play to the end.
Peace,
Stryker
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Good points you make. Here's another viewpoint on the subject, before I give my own.
Closure bad (FF4 and FF7 spoilers) |
A to the K to the coma,
The amount of closure I want is smack dab in the middle of the extremes.
There's the neat little package of FFIV where everyone gets married, the dead
come back to life, and they all dance merrily in the streets, presumably for
the rest of their lives. Then there's the sprawling mess of...most new RPG's.
I can handle ambiguity, but it's being pushed to limits I can no longer
stomach. I prefer more of a lukewarm FFVIII type ending. Sure, you see that
Rinoa ends up with Squall, but for how long? For all we know, Squall could
drink himself out of his SeeD job. After asking for another loan "just until
he gets back on his feet," Rinoa throws him out and sets fire to all of his
things. The next day, a horrified FH citizen finds out the "big one" he's
been fighting all morning was actually the bloated corpse of an effeminate
leather-jacket wearer. Maybe right after that cutesy little ending scence,
the Garden crashes head-on into a mountain, sending the two loverbirds over
the safety railing seventy-five feet to their inevitable deaths. Or maybe
they mutually agree to separate after Squall reveals his deep-rooted crush on
the kid in the Chocobo Forests. See?! That's what's so fun about those
endings. You can take them to mean anything you want them to. Yup.
- Water Buffalo
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There aren't many occassions in which I can say "I agree with the Water Buffalo," but this is one of
them. Read on, though, because I agree with the next guy too, even though his stance is essentially
the opposite.
Closure good (FF4 spoilers) |
Hey Andrew,
Narrative closings eh? I think I liked the general closure, which
maintained the feel of continuity and open-endedness provided by FF2 (FF4j).
Sure it was kinda "and everybody lives happily ever after". But yet, I
still wonder what really happened to Kain, without having to worry about
what the heck just happened.
Although, come to think of it, the first time through that game, I magically
managed to skip the entire Giant of Bab'il and the first meeting with FuSoYa
entirely. Instead, I managed to have a group with five characters, and went
all the way to the end of the game only to have the the ninja prince say
"FuSoYa, it's you!" and me going "HUH? Is this some bizzare mistranlation?
Do I even KNOW this guy?" Quite funny. It took me to get to university to
find out what happened,when talking to a friend about it. So I replayed the
game, and this time, sure enough, I met FuSoYa like I was supposed to, and
the game made sense.
So in conclusion, I like the ending for FF2 that I got the second time, not
the first time through. Although, it also proves, leave a game too open
ended, and people might just replay it. (^^)
Drakonian
PS: Apparently we have to put one of these in. How strange.
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Both of you fine men (I'm guessing from your signatures that you're men. I apologize if you're a lady) make
excellent points. The point you both make is that you don't want to be treated like an idiot -- you want an
ending that's satisfying, but at the same time thought provoking.
Early games were fine examples of terrible endings. At a party we had the other night, someone whipped out
the NES and insisted on playing Super Mario Brothers. He went through the game (while a touch intoxicated -- I
let the guy down, because friends don't let friends stomp on goombas drunk) and saved the princess. There was no
hint of what came next -- did they get married? Did the princess realize she was saved by a plumber, and then pushed
him into a lava pit because she's a snotty priss? Did Luigi come along and steal the princess right out from under
Mario's nose, because he's the womanizer of the two brothers? We can't tell, but at the same time, the game didn't even hint at any direction,
so it didn't even begin ignite the imagination. No one cares what happened next. No one cared about Mario as a character,
and no one cared what happened after the princess gave him that peck on the cheek.
On the other hand, more modern endings have the right idea, but none have been executed to perfection, if you ask me (out
of the games I've played through, that is). They get you at least vaguely interested in the main character, then
have an ending about him. But what should that perfect ending be?
In my eyes, though it's not my personal favorite ending, I think that pragmatically, Final Fantasy VI has one of the
best endings. It ties up what happens to each character, but also leaves some loose ends to get your imagination
stirring. A good ending is both satisfying and intriguing. Most games' endings veer too far in one direction
or the other -- tie the package too nicely (such as Final Fantasy 4, which is my favorite ending but that's a reflection
of memories seen through rose glasses and a preference toward shiny happy closure) or leave it too open ended
to be satisfying (such as Final Fantasy Tactics, where not everyone even agrees on what happened). Final Fantasy IV, like
our friend Drakonian points out, does leave some doubt as to the outcome, but not enough to really stir enough debate
to make readers such as Water Buffalo happy.
Final Fantasy Tactics type endings are interesting in their own way -- they provide for raging debate, discussion,
and thinking. Sort of the intellectual's ending. But after plowing through the thick of an RPG, a gamer generally
expects a reward of some sort, even if it's just a little satisfying closure. In every solution there's balance
between extremes. The video game industry is still fishing for it in endings.
The replay topic |
DREW!!!!!!
Hi! Long time no see. As for replys, survey says: yes! I want a game to
be good enough or to have enough depth that it makes replays worthwhile. If
I am going to spend 40 or 50 dollars on a game (or 70 or 80 as per the good
ol SNES days) I damn well better get my money's worth and be able to play
until the cart battery dies more often than Kenny McCormick or the CD is so
scratched that Scratch Doctor cites a time of death when I pop it in my
system.
As for closure, I am more open (no pun intended) about it. If a game is
done well, and it makes a nice pretty little package all wrapped in shiney
paper with a cute ribbon, good job! If a game leaves me drooling like some
brainless vegetable retard, that can still be good to. Gives us something
to talk about on the boards, and as long as it is done well, way to go. I
loved the ending in Final Fantasy IV. The final speech of Zeromous and the
closure yet openess of all the characters was good. I also liked FFVI's
ending, with virtually no knowledge of what happened to everyone after Kefka
died. I think both were done well (except Shadow dying, and I am working on
that), and if it is done well, either way is good. Tie a well done game in
with something that makes it worthwhile to replay, alright! You have my 40
or 50 or 80 bucks no hassle.
Efrate, willing to indebt himself into prison for an FFT2.
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Hey there Efrate! I'm glad you seem happy to see me, because I'm happy to be here
and hear from good guys like yourself. You bring up side one of the replay debate...
here's a letter representing side two.
The other side of the replay topic |
Hey Fritz,
AK,
Just had to write in, since you're hosting. We miss you. Anyway, a game
calling for replays is a BAD thing. I've currently got a backlog that would
make Chris' paltry three games cower in fear. However, I'm still thinking
about going through Persona, FFT, Vagrant Story, and Xenogears again. So,
demanding replays for the game to make sense? Bad. Making a game that's
enough fun and/or has enough depth to the gameplay to sustain a second
glance? Definitely good. As for closure....well, Vagrant Story was just
about perfect in every way I can think of. Only ending that's left me
satisfied in years. I really mean that.
-The Neocount of Merentha, thinks he should found a troupe of dancing
ninja.
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What's up Neocount! I'm glad you wrote in. Don't worry, I miss all of you guys
too -- it's why I had to come in and guest host for an evening or two. It's always a lot
of fun to be able to interact with a site's visitors in such a close way. Always my
favorite part of the whole gig, and the thing I miss most about not doing this thing
every weekend.
Now, you've both pretty succintly summed up the dilemma that must face gamemakers as they
make their games. On the one hand, I just love going through an RPG and spending hours
and hours finding every secret and nook and cranny until I know every last secret of the
world and the characters. That's one of the most satisfying elements of games like Final Fantasy IV
and Wild Arms. On the other hand, who in the world has time to play through games over
and over finding out every secret?
The last game I replayed was Final Fantasy Tactics -- it was a great game and fun to play back
through, but was also thorougly befuddling at the end that it really needs a second play through
to understand. Game designers are actually doing a pretty good job of finding balance, for the
most part, on this subject. Games today you can generally floor through if you're in a hurry
(like I always am), but you can also slow down and smell the roses and replay to find secrets if you
have the time and desire. Again, it's all about balance -- walking the fence to try to make the most
people happy. It's how politicians survive!
I think a fascinating game as far as replayable is Vanguard Bandits. While the game is heavily
flawed, the option to play back through the game from a different perspective is a great idea.
I'd like to see more games try it. Another game that did replayability well is the original Legend of Zelda --
it threw in an entire second game! While that must have been a huge chore for game designers, it did use
the same sprites and tiles, so it was all about drawing new maps. It'd be harder to implement in today's
gaming environment, but might be worth trying sometime.
An observant question |
Hi, AK,
After rereading that line of the Shadow Hearts preview for the
second time, I've decided I can't stand the suspense anymore - I must ask
this in a public forum: _what_ kind of Catholic priest has a daughter? I
mean, is she an illegitimate daughter? Is this some kind of Renaissance
era pope-with-"nephew" kind of thing? Or is he a _lapsed_ Catholic
priest? Or is this some kind of alternate universe wherein Catholic
priests have passionate sex on a very frequent basis and nobody
minds? I'm totally baffled - if anyone has any answers, yay. If
not. . . well, as an agnostic Gnostic Taoist Jew (and yes, half the
reason I wrote that was so I could call myself an "agnostic Gnostic" in a
public forum), I feel that this is a very important issue which must be
brought to the attention of the world at large to insure that the minds of
our youth are not corrupted by this game.
---Vierran of House Guaranty
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A fine question! Perhaps the priest adopted? The ole "baby on the doorstep"
method of fatherhood? Just a guess.
I rag on Chris as sport, don't worry |
Being the on the topic on translations and how a well put together piece
means being consistent and spell-checked, I find it funny how both Nezu and
Chris Jones manage to call a certain game "Threads of Fate" in one sentence
and Dewprism in another.
Just something for you to bug Chris about
Laughing out loud
RPGr
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Dude, we're totally lazy about proof reading this column. Sometimes people do, sometimes people don't. It's kind of
an informal area, so a screw up here or there isn't the end of the world. But I dig the irony, man. I'll be sure
to make fun of Chris. Like right now! Chris is a silly mumu head. Take some of that, big tiger!
Closing Comments:
Man, that was fun! Just like old times -- getting a lot of great letters and having to pare them down to
just a few, so that I can go to bed. And just like old times, I didn't even start this column until most
sane people are fast asleep. Anyway, I'll be back tomorrow. Write to me about anything you'd like. I don't
provide you guys with topics -- I want you to write about whatever you want. Make statements, ask questions,
have a good time. And speaking of having a good time, be sure to do that on the holiday! Take care!
-Andrew Kaufmann
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