Author
Message
Rekidk
Entrenched
Joined: 19 Dec 2006 Posts: 992 Location: Indiana, USA
I enjoyed the ending to DoomSkull, where we, the players, were given the opportunity to download the information of one of the thirteen skulls to a disk and destroy it. It was a lot of fun taking part in that sort of interactive ending: it gave us a way to deal a "final blow" in a very personal way.
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Posted: Thu Jun 26, 2008 11:56 pm
konamouse
Official uF Dietitian
Joined: 02 Dec 2002 Posts: 8010 Location: My own alternate reality
I know I sound like a broken record, but Sammeeeees ending was very satisfying. We saved the world. But we had opportunity to continue interaction with our characters for a few more days, and given a gradual withdrawl from the Sammeeeees universe. It was very emotional for many of us - and we had a hard time letting go. But the PM (labfly) was very gentle and gave us closure....
She did the same thing in Sammeeeees II. And even with the deaths, it was so nice to know what happened to some of the characters from the first game - and that they were okay with the transition to the afterlife. She gave us a chance to say goodbye to those characters also.
The other thing that was good; we were in control of the end. We had the choice in how it played out (she told us afterwards she had stuff ready depending on which direction we took it). And we trusted her - she never let us down.
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Posted: Fri Jun 27, 2008 1:12 am
Axon_Axoff
Greenhorn
Joined: 14 Nov 2004 Posts: 9 Location: Fort Collins, Colorado
I feel like Notes to Mary had the best conclusion I've seen in quite a while, even if I was just following along from afar.
Posted: Fri Jun 27, 2008 1:46 am
mapmaker
Unfettered
Joined: 26 Sep 2005 Posts: 608 Location: Providence, RI, USA
catherwood wrote:
I didn't play it, but I hear that Vapor Lofts just sorta faded out at the end without a real conclusion.
I'm not going to begrudge the VaporLofts PM for the rather unsatisfying ending. It wasn't his or her intention at the outset to create an ARG, as far as I heard from Rowan, who if I recall correctly was the only person to contact the PM, who has officially remained anonymous. Anyway, the ending was in fact anticlimactic - the two protagonists, in a rather well-produced video, opened a door, one disappeared or something, and then the video ended. Basically, the end result seems to be that VaporLofts "won", because the character disappeared. I don't think there was much we could do to "save" her, but I'm not sure. Anyway, it was exactly the ending the PM wanted, to leave the players with uncertainty and confusion. Which the PM did. And since it wasn't a "big" ARG or a "traditional" ARG, while the ending was unsatisfying, in retrospect it was all right.
Unlike Holomove. That was a disappointment. So were the Eldritch pauses, although they weren't "endings", technically.
Posted: Fri Jun 27, 2008 2:41 am
Euchre
uF Game Warden
Joined: 29 Aug 2007 Posts: 3342
Being an oddball here in that I tend to be less interested in the conventional ARGs and more interested in those trying to extend or expand the genre of Chaotic Fiction, I have to say that none of these novel ventures has come to a good close. The closest thing to an ARG I followed was Ethan Haas, and it crashed and burned in stunning fashion that even Evel Knievel would have been jealous of. Cloverfield has been fading away as you might expect from an interactive viral campaign of it's type, but unfortunately it's 'players' (and others) won't let it die gracefully.
When I get to be involved in something that comes to a conclusive and satisfying end, I'll let you know.
_________________Any sufficiently plausible fiction is indistinguishable from reality.
Any sufficiently twisted reality is indistinguishable from fiction.
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ŠEuchre 2007
Posted: Sat Jun 28, 2008 6:53 am
veebee
Unfettered
Joined: 02 Apr 2008 Posts: 551
Wow, what a response! Thank you guys!!
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Posted: Sat Jun 28, 2008 7:37 am
krystyn
I Never Tire of My Own Voice
Joined: 26 Sep 2002 Posts: 3651 Location: Is not Chicago
curse you for mentioning chain factorrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
gah. addictive game. chain factor, i hate and love youuuuu.
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xbl gamertag: krystyn
Posted: Wed Jul 02, 2008 1:21 am
AidanHM
Kilroy
Joined: 02 Jul 2008 Posts: 1
Best and worst ending... I have to say the first season of PXC was wonderful. Library of Babel was leading us closer and closer until some lucky guy found a precious metal cube. I always loved the blog updates
The worst ending was the second ending to PXC. I was just going through the internet, and Mind Candy says that they are closing it indefinitely. NOOOOOOOOOOOOOOOOOOOOOOOOOO!!!! All those possibilities, finding out what Sente's favorite ice cream is, those pretty lietmarks, all gone forever!!!!!
Posted: Wed Jul 02, 2008 9:52 am
veebee
Unfettered
Joined: 02 Apr 2008 Posts: 551
Re: Best and worst ending...
AidanHM wrote:
I have to say the first season of PXC was wonderful. Library of Babel was leading us closer and closer until some lucky guy found a precious metal cube. I always loved the blog updates
The worst ending was the second ending to PXC. I was just going through the internet, and Mind Candy says that they are closing it indefinitely. NOOOOOOOOOOOOOOOOOOOOOOOOOO!!!! All those possibilities, finding out what Sente's favorite ice cream is, those pretty lietmarks, all gone forever!!!!!
There is still spec about PXC restarting once Moshi monsters have been given a good run.....
There seems to be a general consensus of opinion that the best endings involve loads of player interaction, and players feeling they were really influencing the way the "Game" ended...?
Thanks guys, this stuff is all really helpful!
xx
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No-one will brainwash me!!
Posted: Wed Jul 02, 2008 10:45 am
Euchre
uF Game Warden
Joined: 29 Aug 2007 Posts: 3342
Re: Best and worst ending...
veebee wrote:
There seems to be a general consensus of opinion that the best endings involve loads of player interaction, and players feeling they were really influencing the way the "Game" ended...?
I think the best endings are exciting and active, climatic, and conclusive in most people's minds. I wouldn't discount an ending that included a proper 'open end' like the way the movie Cast Away ended. I don't think it means there has to be player involvement or influence, but acknowledgment would be wise. Make your audience feel like their involvement was appreciated and valued. Basically go out with a bang and a bow.
_________________Any sufficiently plausible fiction is indistinguishable from reality.
Any sufficiently twisted reality is indistinguishable from fiction.
Welcome to the new world of entertainment.
ŠEuchre 2007
Posted: Wed Jul 02, 2008 9:04 pm
Varin
I Have No Life
Joined: 02 Dec 2002 Posts: 2456 Location: South of where I used to be
Lovek wrote:
notgordian wrote:
Can't think of the best ending, but I enjoyed the Chain Factor finale -- control over the ending was vested in how people chose to play the flash game over a fixed period of time.
Dude... can't believe you mentioned Chain Factor.
I had *just* forgotten about Chain Factor. Hrm, I wonder if I should play just one game before breakfast....
_________________"I still miss him to this day and probably always will." - Todd Keeler, Chasing the Wish
"meta meta meta, I made you out of play..." ~ j5
Posted: Fri Jul 11, 2008 9:26 am
Will 2.0
Unfictologist
Joined: 22 Jun 2007 Posts: 1431 Location: Burlington, Vermont
Oh hell, now I have to go play more.
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Posted: Fri Jul 11, 2008 11:08 am
Vecheeso
Unfettered
Joined: 30 Mar 2008 Posts: 337 Location: Titusville, FL
can someone link to this 'chain factor' game i clearly missed out on? i wanna play flash games!
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Posted: Sat Jul 12, 2008 5:59 pm
notgordian
Unfictologist
Joined: 23 Nov 2006 Posts: 1383 Location: Philly
www.chainfactor.com
Developed by area/code for the Numb3rs television show when they did an episode on ARGs called "Primacy".
Posted: Sat Jul 12, 2008 6:24 pm
degravedi
Unfictologist
Joined: 17 Jan 2007 Posts: 1458 Location: New Orleans
I took a look back through all of the ARG threads I've taken part in and have just now realised how many never had a successful conclusion -- either being abandoned by the PMs / imploding (so many of these that it's ridiculous!) or ending in a very apathetical "okay it ended" sort of way. The only ARG that I've actively taken part in and can consider as having a great ending is the newly concluded Dark Knight campaign (and talk about an ending!). And I know some people are probably going to say "Well, yeaaah. That was by 42E. They have a huge budget, of course it's going to have a great ending!" But I don't think that's all of it.
It seems to me that great endings would absolutely depend on who is PMing the game but don't necessessarily have to depend on the budget. Putting the puzzles aside, 42E games are so amazing because they have writers who really know how to tell a story and more specifically how to end one.
All entertainment mediums adhere to the same fundamentals to have a great story -- novels, movies, plays, games, and now ARGs/CF. There needs to be an interesting story that continues to build until its peak in the climax. (Some stories don't adhere to this of course, like those that reveal the climax at the very beginning and then you have to continue the story to find out what the heck happened. But those still have an ending climax in a way, when you finally find out what did lead up to it.) That's writing 101 and that's what seems to be the problem with many ARGs. Even if a story is interesting, if the reader/player/watcher's excitement level remains at a steady constant throughout (instead of building greater and greater) then the end will surely be viewed as disappointing or mediocre at best.
:annnd stops babbling now:
Posted: Sun Jul 13, 2008 11:14 am
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