Double Agent
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

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

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.

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.

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.

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

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

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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