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The Perfect Ending.
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Crowfoot
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Joined: 31 Jan 2005
Posts: 385
Location: UK

The Perfect Ending.

I am still toying with the idea of an ARG, but I'm really stumped on how to make a good ending. I've seen plenty of trailheads around to see how things are best to be done, and other entities which are vital. However, I'm still looking for ideas for good ARG endings (ending an ARg when it is supposed to be hasn't happened in a while).

So what does make a good ARG ending? A giant and most formidable puzzle? A plot twist? A real life reward, to name a few? Please help me out here.

Thanks,

Crowfoot.
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PostPosted: Tue Feb 15, 2005 12:33 pm
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Alzheimers
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Joined: 02 Aug 2004
Posts: 339

Re: The Perfect Ending.

The short answer is: yes.

The long answer is, the best ending is the one that brings a satisfying conclusion to the story you're telling. It doesn't need to tie up all the plot lines, or let everyone live happily ever after. It doesn't need to include swag or gifts. It doesn't need to be wrapped in a "Boss" puzzle, although players will probably expect some kind of final challenge at the end.

What the perfect ending needs to accomplish is to allow players to feel closure with the main conflict of the story, and that you are done with the story you were telling. It doesn't hurt if your characters grow a little bit, or if you tie up some loose ends, but it doesn't all need to be wrapped in one big bow on the last day.

In fact, if you leave yourself some loose threads you can make the ending even more memorable by leaving those holes for players to continue to spec on and discuss well after you're done with the story.
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PostPosted: Tue Feb 15, 2005 12:48 pm
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C_Brennan
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Joined: 02 Sep 2004
Posts: 236
Location: Pittsburgh, PA

The best ending, in my opinion, ties in with what Alz just said. You want the ending to be your ending. When you're done with it all, you just want to sit back and say "Damn, that was a good story." If you want to put in a twist ending, then you can do that. If you want to tie up everything, or leave some loose ends hanging out, well you can do that too.

Basically, you just don't want to make a great story and then ruin it all by making a really boring ending.

Let's take Minority Report for example. That story could have ended at least 3 times by the end. Some people thought that it went on too long. In my personal opinion, I LOVED the ending to Minority Report. It kept me on the edge of my seat and made me say "Wow, this movie ROCKS!" which is what it should have done. And when it was all over, I sat back in my movie chair and said to myself, "That was such a ride."

It got to the end, tied up the main story, provided a twist, and brought a conclusion. It was a workable ending.

But there are plenty of endings that just hang with "And then their adventures continued..." and that's an ok feel too, especially if you're looking to provide a workable sequel or continuation. It's not a half bad idea to do that, even if you don't have a sequel in mind, because you still leave yourself the room and power to continue what you started and ended.

But, in conclusion to this long winded post about pretty much nothing, do what you think your ending should do. Each story is unique, and each ending should be just as unique to your story.
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PostPosted: Tue Feb 15, 2005 4:23 pm
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
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Re: The Perfect Ending.

Crowfoot wrote:
I am still toying with the idea of an ARG, but I'm really stumped on how to make a good ending.
....

So what does make a good ARG ending?


I agree with the YES

But really - a short time ago (like early 2004) a good ending was any that finished. When there were relatively few games running at the same time, just having a game that didn't implode or fizzle out was a a major thing.

There are lots of different ways to present the end, take a look at Chasing the Wish, Acheron, Aware, Metacortechs, etc. There are lots of ways to present the closing of the game. Use the one that works best for your storyline. One last puzzle, one last update, a live event, any or all of these could work. It comes back to the storyline you are telling and the methods you have been using to tell the story.

What works best? A method that is consistent with the rest of your presentation.
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PostPosted: Tue Feb 15, 2005 4:36 pm
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Diandra
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Joined: 27 Sep 2002
Posts: 390

While there are many ideas about what constitutes a good ending, it comes down to personal opinion. You can't please everyone.

That said, I can add, for me, the best story endings are the ones that stick with me. The Sixth Sense blew me away because of the ending.

There was also an episode of The Twilight Zone that stands out in my mind. It was one of the color episodes, made in the 80s, that you catch in reruns now and then. I believe it was entitled Button, Button. It was apparently based on a short story that appeared in Playboy in the 70s. Recently, the director of Cabin Fever acquired the rights to it and is updating the script to make it into a full-length feature film tentatively titled The Box. He recently said, in an interview, that he saw the Twilight Zone episode as a kid and it just stayed with him all these years. I'm gonna put the basic premise of the story in a spoiler because I really don't want to ruin the film for anyone so far in advance of its release. Please, don't read it if you don't want the secret revealed. Just know that the entire story comes down to the very last line, which makes you say, "Woah."

Spoiler (Rollover to View):
A woman sits in her kitchen, surrounded by a mountain of bills she can't afford to pay. She answers a knock at the door. A salesman-type barges into her home and presents her with a proposition: He will leave a box with her for 24 hours. If she pushes the button on the box, someone she does not know will die, and he will return to give her [I can't remember the exact amount, but I think it was] $50,000. He abruptly leaves and promises to return the next day.

The woman's husband returns from work and she tells him about her strange visitor. They spend the majority of the next 24 hours debating the pros and cons of pushing the button.

They argue every conceivable point, from "this must be a hoax" to "it's just a marketing company survey -- nothing will happen". They even take the box apart to try to determine if it's legit. "But what if it's real and a newborn baby is the one who dies?" to "What if it's an old person with terminal cancer that's been praying for an end to the suffering?" (I'm condensing the story and the emotional, moral debate that went along with it, but it was fascinating to watch the arguments and their justifications.)

In the end, one of them gets out of bed, pushes the button in the middle of the night, and confesses to the spouse in the morning. The husband leaves for work telling the wife not to worry or get her hopes up because nothing will happen. They'll never see the guy who dropped off the box again.

As the 24-hour period draws to a close, there is a knock at the door. The man is back with a briefcase. He barges in again, and gives the woman her money, as promised.

The woman is stunned. "What will happen now?" she asks, as she watches him pack up the box.

"Now I take the box back. It'll be reprogrammed and given to somebody else, who will be made the same offer."

"Who gets the it next?" she asks, as the gentleman is walking out the door.

He answers, "I'm not certain, but you can be sure it'll be someone you do not know."

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PostPosted: Tue Feb 15, 2005 6:19 pm
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GuyP
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Joined: 15 Sep 2004
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That is some creepy shizzle. Wow.

PostPosted: Tue Feb 15, 2005 8:21 pm
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Dorkmaster
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Joined: 27 Jul 2004
Posts: 1328
Location: The People's Republic of Dork

Personally, the perfect ARG ending for me would involve me getting really rich. And there would be some free pizza. In fact, it would probably be a pizza party! And um... there would be Foosball, (or maybe air hockey?) and I would become Mayor of Las Vegas.

(Someone had to do it. You're crazy to not suspect me of such action. Rolling Eyes)
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PostPosted: Tue Feb 15, 2005 8:54 pm
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Crowfoot
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Joined: 31 Jan 2005
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Location: UK

Dorkmaster wrote:
Personally, the perfect ARG ending for me would involve me getting really rich. And there would be some free pizza. In fact, it would probably be a pizza party! And um... there would be Foosball, (or maybe air hockey?) and I would become Mayor of Las Vegas.

(Someone had to do it. You're crazy to not suspect me of such action. Rolling Eyes)


You're a hard one to please!

So basically what you are all saying is a good ending would suit the ARG itself. If the ARG is based on a complex and twisting story, then the players can expect a final and devestating twist at the end, not to mention a satisfying conclusion to the story. It makes sense. To be honest, I can't see an ARG without a major final puzzle which must be beaten - like an end boss. So I guess combining this with a plot twist and conclusion would would get a nice sound ending. That is of course if the said ARG fits with it. What you're saying is if the ARG is based mainly around RL items and places, then perhaps the ending should INVOLVE a RL item or place. It's got to fit in with the scheme of things.

Thanks very much, this has helped me a lot. Thank you!
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PostPosted: Wed Feb 16, 2005 8:31 am
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GuyP
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Joined: 15 Sep 2004
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Location: London, UK

Sure, the ending should fit the rest of the game in terms of plot and theme, but I think a really good ending should really kick it up a notch. A big dramatic third act would be great - the kind of thing that I'd stay up all night for. Updates every hour for the last 12, extra elements (adding a real world element, or text messages, or whatever you want) as the story races to a fantastic finish.

PostPosted: Wed Feb 16, 2005 6:57 pm
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Crowfoot
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Joined: 31 Jan 2005
Posts: 385
Location: UK

GuyP wrote:
Sure, the ending should fit the rest of the game in terms of plot and theme, but I think a really good ending should really kick it up a notch. A big dramatic third act would be great - the kind of thing that I'd stay up all night for. Updates every hour for the last 12, extra elements (adding a real world element, or text messages, or whatever you want) as the story races to a fantastic finish.


Good idea, thanks!

The only problem with fast updates is people get left behind, though.
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“Man is a gaming animal. He must always be trying to get the better in something or other.” - Charles Lamb.
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PostPosted: Thu Feb 17, 2005 9:23 am
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SarahK
Guest


Getting left behind in a phenomenal finish absolutely sucks! If you're going to do some "every hour" update, please make sure to keep it up for, say, 48 hours... and only important updates every two hours...

Honestly, you potentially *ruin* your ARG for anyone who *can't* stand by their computer for several hours at a time... unless this is run by text messages on Saturdays, I'd nix it, though it *is* an exciting end for those who catch it.

PostPosted: Fri Feb 18, 2005 6:01 pm
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Crowfoot
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Joined: 31 Jan 2005
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Location: UK

SarahK wrote:
Getting left behind in a phenomenal finish absolutely sucks! If you're going to do some "every hour" update, please make sure to keep it up for, say, 48 hours... and only important updates every two hours...

Honestly, you potentially *ruin* your ARG for anyone who *can't* stand by their computer for several hours at a time... unless this is run by text messages on Saturdays, I'd nix it, though it *is* an exciting end for those who catch it.


Thanks for the advice Sarah! Very Happy

I was thinking of doing the occasional "every hour update" for something like 6 hours, then lots of people can catch it, and if they don't they haven't missed a lot. The ending I would probably do a 8 hour burst - I don't know. I would probably collapse!
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“Man is a gaming animal. He must always be trying to get the better in something or other.” - Charles Lamb.
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PostPosted: Sat Feb 19, 2005 10:33 am
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
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SarahK wrote:
Getting left behind in a phenomenal finish absolutely sucks! If you're going to do some "every hour" update, please make sure to keep it up for, say, 48 hours... and only important updates every two hours...

Honestly, you potentially *ruin* your ARG for anyone who *can't* stand by their computer for several hours at a time... unless this is run by text messages on Saturdays, I'd nix it, though it *is* an exciting end for those who catch it.


Um... not to rain on the parade, but that is the breaks with a LIVE event rather than a static console game... sort of like the "Gates" in Central Park NYC - if you are in the area and can get there to see them, great- but if not the event will not be repeated just so the rest of you can go.

*edit*
OK that came out a bit harsher than I intended.

My point is only that if the game is mimicing real life, sometimes events will be at inconvinent times for some players. Just like some things are in our normal day to day lives. Again, you can't plan the timing of an accident. Even if it is intentional.
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A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Sun Feb 20, 2005 11:03 am
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GuyP
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Joined: 15 Sep 2004
Posts: 584
Location: London, UK

Yeah, I was thinking there'd be some warning, you know, "This is it, I'm finally going to drive to California and confront the AI space alien super hero ghost that killed my hamster, I should get there on SUNDAY but I might need some help, so stay in touch"

PostPosted: Sun Feb 20, 2005 12:19 pm
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BenSerwa
Boot

Joined: 05 Sep 2004
Posts: 16

Yeah

I think the best ARG endings are the ones where the players have been helping the badguys all along.

PostPosted: Wed Mar 02, 2005 4:50 pm
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