Judging where to end a game
Posted: Sun Jan 11, 2015 11:29 am
I've been trying to finish up one of my projects over the last few weeks, but I'm having a bit of trouble deciding whether I've closed the story off properly.
Basically: there are six endings to the game, and I tried to make all of them the same length/depth so none would seem weighted over the others. However, in the process of writing things out, one ending (where the protagonists learn the most about each other and have the cleanest resolution to their relationship) has come out feeling like the 'main' end. I'm happy with that, but what I'm not happy with is how abrupt it feels. In trying to keep it the same length as the others, I think I've made it feel too short for everything that happens in it.
... But, here's the problem. When I've tried to extend it (and I've tried a few different extensions), it feels like length for the sake of length. The action feels contrived, the characters feel like they're being stretched too thin. My favourite extension does have a couple of worthwhile new scenes, but it still felt too pointless on the whole.
In a case where you feel you're either coming up too short or too long, which side is it better to err on? Is it worse to have an ending that leaves you unfulfilled, or keeps you stuck around for longer than you need to be?
Does anyone have any recommendations for deciding the best place/pace to wrap up a game?
And, just for a bit of clarification on what I'm actually writing...
-There are two characters involved, let's call them Bob and Steve
-In the main end, Steve asks Bob for a favour
-Steve worries his favour won't be granted, and leaves to avoid disappointment
-Bob sorts things out as asked
-Bob gets into trouble after fixing things up
-Steve discovers his favour was granted, and returns to rescue Bob from trouble as thanks
Right now, my beta players have said Steve rescuing Bob is too abrupt, so I'm not the only one who thinks it's a problem. Buuut... detailing the process would take a while and be a bit of a change of tone from the rest of the story, so including it is tricky. Hmmm!
Basically: there are six endings to the game, and I tried to make all of them the same length/depth so none would seem weighted over the others. However, in the process of writing things out, one ending (where the protagonists learn the most about each other and have the cleanest resolution to their relationship) has come out feeling like the 'main' end. I'm happy with that, but what I'm not happy with is how abrupt it feels. In trying to keep it the same length as the others, I think I've made it feel too short for everything that happens in it.
... But, here's the problem. When I've tried to extend it (and I've tried a few different extensions), it feels like length for the sake of length. The action feels contrived, the characters feel like they're being stretched too thin. My favourite extension does have a couple of worthwhile new scenes, but it still felt too pointless on the whole.
In a case where you feel you're either coming up too short or too long, which side is it better to err on? Is it worse to have an ending that leaves you unfulfilled, or keeps you stuck around for longer than you need to be?
Does anyone have any recommendations for deciding the best place/pace to wrap up a game?
And, just for a bit of clarification on what I'm actually writing...
-There are two characters involved, let's call them Bob and Steve
-In the main end, Steve asks Bob for a favour
-Steve worries his favour won't be granted, and leaves to avoid disappointment
-Bob sorts things out as asked
-Bob gets into trouble after fixing things up
-Steve discovers his favour was granted, and returns to rescue Bob from trouble as thanks
Right now, my beta players have said Steve rescuing Bob is too abrupt, so I'm not the only one who thinks it's a problem. Buuut... detailing the process would take a while and be a bit of a change of tone from the rest of the story, so including it is tricky. Hmmm!