You’re just cheapening the authors work and time they put into writing the scenes by adding something like that. Again, if a character death leads to one of the endings, I don’t believe that a checkpoint is needed. I’m going to go and make my MC face the psychopathic guy over there with the pointy knife that’s been chasing after me trying to kill me while I have nothing to defend myself with and expect to walk away safe and sound…” Not going to happen.Īnyways, other than that, I do believe a checkpoint system is an amazing thing to have if done correctly. If you’re doing something to get killed? You’re going to die.
#Alter ego game endings free
I feel like it cheapens the game and story if you baby the player and give them a free pass no matter what horrible or rash decision they make. For my WIP, I know that at one or two points that I’ll have an area of the game in which the MC will possibly die, or, through the actions of the MC, end up having someone killed. I know from experience playing “ The Letter”, that I much enjoy the “alternate”/“bad” to the “ true” ending. Or maybe just to the decision point immediately prior.īad ending, if done well, can be actually fun and entertaining. So, if the player dies, they can skip back to the start of a given ‘scene’.
#Alter ego game endings code
I think authors who want to have multiple game over states throughout their CS game should also code something of a checkpoint system. If you don’t pick run away, that’s it, game over. You have three options: investigate, stand still, or run away.
You’re walking down a street and a car pulls up ahead of you. There was one in Chapter 1, one in Chapter 3, one in Chapter 4 and one in the final chapter.Īlter Ego has an infamous one when the player is in childhood. Originally Paradigm City had more, often as the result of botching a stat check, but they felt cheap and testers did not like them. You can also put them towards the end, but covertly signpost the decisions that will lead to the Game Over failure state – if a player chooses them, it’s on them. Towards the beginning, often under hard circumstances, where the player will not have to do-over too many screens (making them more of an easter egg than anything). Paradigm City has a few and typically demonstrate where I think games can put them safely. My personal take is that most authors, unless they know what they are doing, should avoid them. They are ridiculously hard to do well, especially in Choicescript. I legitimately cannot fathom why people create such a thing in their games
#Alter ego game endings movie
You wouldn’t read 700 pages of a book to end on “and then they all died”Īnd you wouldn’t watch 2 hours of a movie for it to suddenly fade to black It’s nothing but a complete disappointment to the viewer and they feel cheated and that their time was wasted I put time and effort and even emotional investment into something but because I didn’t make some arbitrarily correct choices, i’m left with a terrible ending, or randomly getting hit by a car, or the person I was most interested in turning out to be the Dread God Nyarlathotep all along. Whenever I run across a game that does this kind of thing it really gets my knickers in a twist Why would you purposely create a scenario that results in an intended unsatisfactory result for your audience. I personally feel like Bad Endings are a failure on the creator’s part. So much so that i’ll go out of my way to avoid associating with developers or products related to them, encouraging my friends to avoid them as well I’m honestly making this post to vent some stress more than anything, but hearing other opinions sounds interesting as well. I’ll admit, i’m coming here right off a game that I dislike because of it’s use of these, so i’m a little heated.