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 Forum index » Meta » Puppetmaster Help
The Finale
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JohnLockeGuy
Decorated


Joined: 15 Oct 2006
Posts: 181

The Finale
How to leave your players with a good impression

So, everyone, let's share some tips!

My game, F!PR, which just ended, closed out with a bang. Quite literally; a building blew up and most characters died.

I didn't feel this was enough, because I couldn't come up with a way to signify to the players that the characters were dead and not just lying in a hospital somewhere, so I built a workaround into the game early on; I made it possible, in my alternate universe, for spirits to posess bodies. So, when the main character died, she posessed a fireman who came into the burning building and said one final goodbye to the players.

What have you done to make things end on a good note? (If not a good note, as in my case... How have you kept your game from imploding?)
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Played: The Lost Experience // CassieIsWatching // The 4400
Made: Free! Psychic Readings // The Night People // Reindeer Games
Playing: Cathy's Book


PostPosted: Mon Nov 20, 2006 5:03 pm
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Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

You have to work hard. On my last game (still technically in progress), main pm left and I had to solo the bugger for a month. Drove me mad, cause I lost my gf at the same time. One of the other pms helped close it out sucessfully, so phase 1 is complete until the next phase. Doing recruiting for the next phase which is huge, so hard work as always.

Hard work and commitment is trhe secret to keeping it going.
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PostPosted: Tue Nov 21, 2006 2:45 am
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FLmutant
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Joined: 29 Oct 2004
Posts: 244
Location: Orlando, FL

Just personally, I think the "keep it from imploding" is good organization, a flexible team and hard work ... but endings are an interesting question.

Part of endings is wanting the stories we tell to be satisfying to an audience: that's really a narrative design task, to make sure that the work feels to the audience like it was worth the investment of their time. You've got a few thousand years of literature and drama as examples to draw inspiration from. Twisted Evil

The other part I think is a more open field: experience design. What should the experience of the ending be? Do you "save your best stuff" (in terms of interactive or immersive features) to build an experiential climax? Do you increase or decrease the sense of urgency in collaboration? Do you plan on having your biggest audience at the end of the story?

For the later, you've got about a decade of interactive work to draw inspiration from ... which means it is far more experimental, and each person's project and thinking adds alot more to the collective whole of learning about satisfying experience design Smile

PostPosted: Tue Nov 21, 2006 7:32 am
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Nightmare Tony
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Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

End experience IMHO would definitely be more geared to closing the end of the story, IF the story was to close at that point, unless you leave it open for sequels. On the one I mentioned, there was a decision involved killing off the hero but that was changed and actually affected the writing for the main game brunt since the hero of the pregame was not supposed to be anywhere near the main game. what happened is the players identified with the hero much more than anticipated. And in a situation like in Colin's Synagoga, we simply couldnt find the heart to kill off someone who was cared for and friended by good people.

the bonus is that the players the first time round will have a special role when the main show begins which also affects the dynamics of the original storyline. It will make it that much more interesting and meaningful to all concerned when the time comes.

Storyline is really everything. And if the events of the past help write then ending, then it becomes a much better thing, a true interactive storytelling.
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PostPosted: Tue Nov 21, 2006 4:49 pm
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AtionSong
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Joined: 29 Aug 2006
Posts: 352

Nightmare Tony wrote:
Storyline is really everything. And if the events of the past help write then ending, then it becomes a much better thing, a true interactive storytelling.


I've done this in the ARG that I'm currently working on. I'm modeling my ARG like "Riven", the second game in the Myst series. In the game, the goal of the player was to save a character named Catherine from her prison and trap a charater named Gehn, and finally signal a character named Atrus to get you.

Whenever you signal Atrus, he will come, and the game will be over. However, there are several endings to the game. If you manage to save Catherine and trap Gehn, you get the truly happy ending, where everything works out! Huzzah!

However, there were various alternative endings, about a dozen actually! If you only trapped Gehn but did not save Catherine, there was one ending, if you accidentally trapped yourself, there was an ending (and depending on where you got yourself trapped, there were various endings as well), and there was also an ending where you neither trap Gehn nor save Catherine.

In my game, there are similarly two goals for the players to accomplish. Accomplishing either one is good, but not accomplishing both comes at a cost.

PostPosted: Wed Nov 22, 2006 10:46 pm
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Nightmare Tony
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Joined: 07 Jun 2004
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Location: Meadowbrook

The players may also go completely out into left field and do what you dont expect, so be ready for anything
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PostPosted: Thu Nov 23, 2006 12:41 am
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Jas0n
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Joined: 19 Aug 2006
Posts: 244

HAHA - with Ny Takma we had quite a few options with the conclusion, and due to various time schedules - half of the PM staff didn't even know how exactly it was ending when it ended. We just went with the "natural" conclusion led by the players...

now I would say I wish we would have had the opportunity to develop something for the players to have a final puzzle - etc... but the ending was like I said, natural. My thing is just make sure everything, especially the conclusion fits into the story and is explainable
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PostPosted: Sat Nov 25, 2006 2:44 pm
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JohnLockeGuy
Decorated


Joined: 15 Oct 2006
Posts: 181

Also, I think it's important that the finale ties up any loose mysteries from the game.

For example, in F!PR the players had some information that was loosely connected to the story (ie Red24). In the finale, where the main character was going through the building, she went into the skyscraper's elevator and needed to know which button to push, because she was running out of time. Of course, she needed floor 24 whose button was red. Also it tied up a lot of mysteries and made the supernatural element of the game (most notably the silver garden) seem like it was fake-y.

Anyway, if the players are left with major questions, then the finale didn't do its job.
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Played: The Lost Experience // CassieIsWatching // The 4400
Made: Free! Psychic Readings // The Night People // Reindeer Games
Playing: Cathy's Book


PostPosted: Sun Nov 26, 2006 12:24 am
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Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

Closure is needed. They will have some questions for the psot game chat, of course. So many details on things... Smile
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PostPosted: Mon Nov 27, 2006 5:46 am
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

Sometimes some story elements never get 'closure.' It's very possible (and, arguably, more immersive) to have loose ends the players will never get a concrete answer to, intensifying the idea that the alternate reality keeps spinning along like our own, even though the game has ended.
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PostPosted: Mon Nov 27, 2006 8:06 am
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AtionSong
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Joined: 29 Aug 2006
Posts: 352

krystyn wrote:
Sometimes some story elements never get 'closure.' It's very possible (and, arguably, more immersive) to have loose ends the players will never get a concrete answer to, intensifying the idea that the alternate reality keeps spinning along like our own, even though the game has ended.


That's true, but honestly, and I can only speak for myself, but I was pretty pissed off with the ending of the last "Series of Unfortunate Events" book. I'll put this next part in spoilers in case anybody cares:

Spoiler (Rollover to View):

Pretty much no mysteries in the series were tied up:

* What became of the Quagmire twins/triplets?
* Is one of the Baudelaire parents still alive?
* What's up with the sugar bowl and who has it?
* What's the deal with the giant question mark?
* What had become of VFD and where are they meeting?

and oh so much more.


What's the point of writing a series all about mysteries and then not tie any of them up?

Leaving loose ends at the end of an ARG, I feel, can only be successful if 80% are tied up, then people may not mind the dangling 20%.

PostPosted: Mon Nov 27, 2006 7:02 pm
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sixsidedsquare
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Joined: 24 Mar 2005
Posts: 409
Location: 60E

One ARG that used the 'leaving loose ends to keep with the universe' thing really well was VaporLofts. Initially it did seem many of the players felt lost, unsure what had happened at the end and if it was indeed over, but I have to say it was one of the more interesting ARGs I've followed. I know I came to see the ending was perfect for how the ARG played out, but of course it only worked for that reason, most ARGs ending how it did wouldn't really work well at all.

I myself though, am much more a fan of the big blowout at the end, a huge (preferably player involved) climax that the whole game has been building to. Chasing the Wish 2 and Orbital Colony to name a few, did this well using live chats. Something else I think is good (that others may not) is there being some indication to players that the big climactic point is going to be coming at some specific time, no matter how that climax plays out.

A different kind of ending that I also liked was how Avelon concluded. Without going into specifics, one of the main characters had a week left to live (even with a countdown Smile ) and we players had a final puzzle to solve relating to something from early in the game to save him. Earlier we did have a few 'climactic' points, which did involve live chats too (seems a common theme) such as an escape from the 'evil company' building and the ensuing chase, but the actual finale as it were was just everyone trying to solve this last thing with the impending doom that was looming if we didn't solve it.

So one thing I personally like with a finale is letting the players know that it is coming, as well as making players involved (or at least give them the illusion that they are Wink ). Each specific games ending does depend on how the game itself has played out, but you can see common themes among how ARGs of the past have ended and how these endings were received by the players.

PostPosted: Tue Nov 28, 2006 1:32 am
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konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

Last Call Poker had a great ending. We were prepared with the grand finale poker table, the last movie with Lucy riding off into the sunset in her Mustang....but then to have her show up at the last live poker event with a final message from Lucky? Man, was that an ending!
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PostPosted: Tue Nov 28, 2006 2:16 am
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

I wish I could read your spoiler, Ation. I've got the last book in my backpack, and so maybe I can take a crack at it today.

There can be a fine line between frustration and immersion, of course!

I'm just sayin' - sometimes there isn't an obvious sense of closure for every single thread because (if the ARG has done its job), the sense of this alternate universe continuing on should persevere even though we've stopped playing.

Of course, all bets are off if the endgame includes a complete and total destruction of each and every aspect of the alternate world. Wink

Life itself is a pretty messy thing. IMO, it's actually a bit odd to demand that an ARG be the total opposite of that.
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Stories and dreams, crossing my palm like silver.

xbl gamertag: krystyn


PostPosted: Tue Nov 28, 2006 10:18 am
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