Friday, November 30, 2012

Denouement

I've often wondered why video game endings are typically terrible or at least not satisfying.  In some older games it was obvious - Rampage's ending was a single Congratulation, Teenage Mutant Ninja Turtles 2 gave you a Game Over screen after the credits.  For some reason it didn't hit me until a couple days ago that it's because video game endings are almost always lacking a denouement.

If you're not familiar with this concept, there is a typical flow stories should follow that can be summed up with something called Freytag's pyramid (or Freytag's triangle).  To sum it up briefly, the story should start (exposition), build action (rising action) up to a high point (climax) and then fall back down (falling action) and close up everything nicely (denouement).

Freytag's Pyramid
I think video games tend to fall apart after the climax.  Everything leads up to a final boss battle or big confrontation.  You defeat said boss and the story gets wrapped up super quickly and then credits roll.  The video game endings I like the best are the ones where you get to see how the world changed because of your actions, what your crew is up to afterwards, and how life returns back to normal.  This (I believe) is the denouement of the story.  Very few games (that I can remember) even give the players the resolution.  Those that do typically do it in a credits roll or through a cinematic at the end.  But how is that different from a book or movie?  Video games have one special thing they can do that no other medium can do: be interactive.  Why not let the player explore the world after saving it?  Let them revisit old towns and see how they are rebuilding it and how their actions changed things.  If the player doesn't care, make it obvious how to trigger the conclusion of the story (a.k.a. the credits roll) so they can just skip to that point.  Obviously, this would be a bit trickier to pull off if your main character died, but that can be worked around.

When thinking about this for video games, I also started to ponder how a denouement would work for board games.  Typically, someone flips a card, rolls a die, or moves a token and declares victory and that's that.  I guess the falling action takes place during the cleanup (or setup of the next game) while people discuss what they could've done better or how they should have won.  In other games the falling action is playing for second, third, fourth, etc. place.  If you want your board game to tell a story, you should definitely keep this triangle in mind.

8 comments:

  1. I am sure you remember the ending for FF 6 (FF3 on the SNES or whatever). After you defeat Kefka it has a bunch of fly-over shots of the post-apocalypse world that you have saved and also includes some special shots depending on choices you made in the game. Your post reminded me of how awesome that was and I totally agree that more time can and should be spent thinking about this for games that strive for a meaningful and enriching narrative.

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    1. I actually never beat that game. I got to Kefka's Tower, but was too underpowered thanks to the Moogle Charm and didn't want to grind. But that is pretty much the ending style I'm talking about. Chrono Trigger was really good about that, too. But more than just a fly by cinematic event, I think it should be interactive. You can go up and talk to the people you saved and whatnot. I guess that might be the same thing just a little more tedious, though...that would be the tricky thing to overcome.

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    2. Good insight Eric.

      I had Final Fantasy in mind as well. The American FF2 (Japan FF4?) had an extensive denouement covering many characters that you played or encountered the game.

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  2. If I were in a game that had a playable denouement, I would take that to mean that there was something else I was supposed to do to finish the game. While this would technically be correct, as the denouement comes before the *end* of the game, it isn't what is usually meant by "finish the game". That is, at this point, the convention is such that it would be confusing to keep playing after you've done everything "to win".
    And since the entire point of a board game is the contest, a denouement there seems counter-productive. Or at least, an in-game denouement; I think I like your idea of the clean-up and post-game kibbitz as denouement.

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    1. There is definitely some training players that needs to be done to get them used to the idea of a playable ending, I agree with that. And if not done correctly it would make the ending very confusing. I also haven't thought of what "interactive" in this case means other than walking up and talking with people, which doesn't sound super interesting. So it's definitely just a starting thought at this point.

      The board game denouement I think is more for board games with a story like Descent: Journeys in the Dark or the D&D board games. Although, I would like to know what happens to the Settler of Catan who gets 10 victory points first. Do they conquer the other settlers? I think it'd be fun to design a post-game for Settlers of Catan...:)

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  3. And definitely not wake up and find out it was a dream like Mario2.

    I love this idea.

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    1. Yeah, that's not the worst video game ending, it definitely is a bizarre one. Although, that does fit the whole game. :)

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  4. Even some of the best story based video games (Fallout, Metal Gear, etc.) don't get this right. Or at least not as right as they could.

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