Ending a story is hard.
Consumers of any storytelling medium have a tendency to place a disproportionate amount of importance on the ending of a story. There is of course logic behind this. A story’s ending after all represents the final moments an audience has with the author’s work. And yet, you are far more likely to hear “the ending ruined it for me” than a comment about the first chapter of a book or the first ten minutes of a movie ruining the story for someone.
As stories in video games have become more complex, so have ending systems. RPGs in particular have given birth to complex ending trees. If you look up the potential ending states in any Bethesda game, you will see over a dozen ending states for quests, characters, or cities. Each ending state can have multiple endings, and the composite of all these different potential mini-endings are numerous potential “endings.” It’s a neat little bit of tricky that allow developers to advertise dozens upon dozens of endings. But open-world RPGs are not the only genre to feature unique ending mechanics.
I picked two games to discuss here: Silent Hill 2 and Mass Effect 3. Let’s start with Silent Hill 2. There will be spoilers for both games, so you have been warned. You play as James Sutherland, who has been brought to the town of Silent Hill after receiving a mysterious letter from your dead wife Mary. James has the goal of reaching the Lakeview Hotel, where Mary and James spent a vacation together that was special to the couple. That journey represents the entire game. If you haven’t played the game, you should stop reading this and go play it as Silent Hill 2 is a masterclass in video game storytelling.
Silent Hill 2 is not the first game to utilize something like the ending system it possesses, but it remains one of the more unique implementations of it. There are six endings in the game, though three of them are only available on additional playthroughs and are less important. The three primary endings are referred to as “Leave,” “In Water,” and “Maria.” Throughout your playthrough, the game keeps track of several player actions. These include how quickly you use health items to restore stamina, how quickly you pursue story objectives versus wander throughout the game world, if you listen to certain conversations fully, and if you examine certain game objects. Not much changes in the final section of the game; the final boss does differ based on which ending you have earned, but that’s about it.
What makes the endings so fascinating is that they represent three potential contextualizations on the story you have just played. Your actions throughout the game are used to determine James’ motivation for killing Mary. In the “Leave,” ending, James is able to come to terms with killing Mary. His talk with “Mary” at the end of the game results in him forgiving himself and leaving the town. In the “In Water” ending, James has similar motivations, however is so racked with guilt over killing his wife that he commits suicide. In the “Maria” ending, James’ motivations take on a more sinister tone, and he is more unwilling to confront the fact he killed Mary. He becomes drawn to Maria, the town’s spiritual realization of a younger, healthier, and quite frankly sexier Mary.
From a top-level view, this all sounds fantastic. With its mechanics laid bare, the player can logically understand why they received the ending they did. And yet, if you play the game for the first time completely unspoiled, boy does it come a bit out of left field. Silent Hill 2 is a survival horror game. The genre teaches you to conserve health items. Why would the player not examine a knife or not examine a recording of a conversation? Those are natural actions in any game featuring exploration. In some ways, it almost feels as if the video game medium failed Silent Hill 2 and not the other way around in this regard. Even in the context of playing Silent Hill 2 at the time of release, its ending mechanics are at war with the ways gamers had been conditioned to play games by its contemporaries.
That said, the endings of the game are beloved. Time has been very kind to Silent Hill 2, as it moved from a pretty well-received game with solid sales numbers to what’s considered a classic. Why is that? Why are gamers so keen on this game’s endings and its ending system that they hold Silent Hill 2 up as an example of everything right with ending design?
Let’s move on to Mass Effect 3 for a bit before we discuss that. I will admit I possess strong feelings about this game. Mass Effect 2 remains one of my favorite games of all time. Mass Effect 3 is maybe the game I have been most disappointed in ever. It represented so much squandered potential that it would take an article much larger than this one to fully convey my feelings toward it. And yet, I will come to its defense in this regard: the endings are not the problem with that game. Allow me to explain.
There probably aren’t many people around unfamiliar with Mass Effect 3. Bioware’s initial promise on the first Mass Effect was a trilogy of game featuring a vast array of choices that would impact not only the individual games, but the story of the entire trilogy. So when the final minutes of Mass Effect 3 ensued, and suddenly a glowing space entity presented Shepard with the decision to destroy all synthetic life, control the Reapers, or to merge all life into some form of synthetic/organic hybrid, it’s natural to think a lot of people lost their minds. Instead of particular choices impacting the ending, the game presents the player with an aggregate scoring mechanic of all decisions known as “Estimated Military Strength,” or EMS for short. Each decision point in the trilogy resulted in a positive or negative impact on Shepard’s EMS. The EMS score determines what endings the player has access to. In order to get access to one particular ending, the player needs to play the game’s multiplayer mode. There were not enough points in the game to otherwise reach a score high enough to access it.
Here’s the interesting thing: the ending systems of Silent Hill 2 and Mass Effect 3 really aren’t that far apart. The only mechanical difference is Silent Hill 2 calculates an ending and hands you it, while Mass Effect 3 calculates endings available to the player and lets you choose one. One could reach the conclusion that the issue was allowing the player a choice, but that’s a bit of a stretch. Would simply being presented with one of Mass Effect 3’s endings have made the endings work? Not really.
The issue is Mass Effect 3 told a flawed story from the moment the game started. Shepard’s goal in Mass Effect 3 is to build the Crucible. What is the reason for this? Nobody knows, but for some reason the Protheans thought it was a good idea. But you never really learn anything about them (unless you bought the Javik DLC, but let’s leave that atrocity aside for the moment). So while Earth is being glassed, Shepard runs off to complete an entire game full of side quests and story missions mostly about other things. Never before has a video game presented a sense of urgency so early, and then at no point stressed it as important. The Reapers may be the great galactic menace, but prepare to spend half the game fighting a terrorist group and their anime cyber ninja. And all of this leads to three endings stressing themes that are largely off message with what’s going on.
Mass Effect 3’s endings were not failures because of the mechanics they used, but because of their content and the story that led to them. It felt like a narrative departure from what the games had presented to that point. The three (later retconned to four) endings lack any insightful commentary on prior events. The control ending feels like the option meant for a Renegade playthrough, as at no point does it seem like a good idea in that universe to grant any singular person or group that level of power. So if the Paragon playthrough’s endings are seen as Destroy or Synthesis, the Destroy ending flies in the face of all of Shepard’s efforts find peaceful co-existence with the Geth. But does that mean my Shepard wants to play God with and rewrite the DNA of every life in the galaxy? I can actually better understand the point of view of people who enjoy the game’s story more than people who say just the endings are the issue.
At the end of the day, does Mass Effect 3’s ending mechanics really work much differently than other Bioware, Bethesda, or Witcher games? There are slight variations in ending count and where decisions are presented that determine the ending, but that’s about it. Mass Effect 3 was simply lazy, bad storytelling that resulted in a set of endings that reflected that.
The “Choose an Ending” solution to branching endings has perhaps gotten a bad reputation. Much like certain narrative devices such as mind control and amnesia/memory loss, we have an initial negative reaction as these devices are so often poorly utilized. It does not mean they can’t be used effectively though. The recent Jessica Jones Netflix series uses mind control brilliantly to examine themes of consent. The Bourne Trilogy and Memento are all fantastic movies. Danganronpa 1 and 2 both use memory loss to tell interesting stories.
I remain concerned that gamers have become so wrapped up in the mechanics of endings that authors may seek to modify their stories as a result. In the case of presenting the player with a final choice that determines whether you receive one of several endings, there is nothing inherently wrong with this mechanic. After all, if you present one, two, or even several decisions earlier in the game that determine your ending, it’s inherently the same mechanic. You just decide on your ending earlier. If there is no particular merit or theme being explored through multiple endings, what is the purpose of them? Are we trying to reduce video game storytelling to having all the merit of choose your own adventure books out of a misguided need to ask for authors to surrender more narrative control to the player? There is some value in this for certain games, but It would be in error to pursue particular mechanics as the universal solution to how to end a video game.
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