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140°

This Is Why Endings Are So Disappointing

Most players don't finish the games they start. Is it any wonder, then, that endings get short-changed?

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unwinnable.com
P_Bomb3639d ago

It always blows my mind seeing these stats over the years, how so many games go unfinished. Imagine never finding out Samus was a woman, that Big Boss was still alive, that Booker was Comstock or that it was all just Mario's dream?

I can't count how many times games got better later in the campaign and all the cool sights and sounds, mechanics and moments I'd have missed otherwise.

Macka10803639d ago

It's kinda nuts, huh? I find it hard to not finish a game, even if it's not particularly great. I get a little antsy if I don't. What if, as you said, there's a massive twist, or a big payoff just around the corner? Most of the time that's not the case, but it's still perplexing how many people simply abandon games without seeing them through.

jeremyj29133638d ago

I'm the same way. I wasn't the biggest fan of Witcher 3 but I got so far that I have to return to it at some point because I have to finish it. Lol

Kyosuke_Sanada3638d ago

Very good article. I am currently going through my backlog now and feeling quite well with myself due to it. Not only did I experience timeless endings ranging from NES era and beyond but by the time I am done, any current games I've felt on the fence of buying will drop in price so it's somewhat a win-win. It always feels good marking another X on my checklist.

Macka10803637d ago

That's a smart idea! Considering how quickly games go on sale, too, you're not even missing out for long. Plus, older games provide interesting perspective on the games of today. Length, difficulty, tutorials: a lot has changed.

drizzom3638d ago

Maybe these new games just aren't as engaging as older games so the player gets bored and stops playing.

Godmars2903638d ago (Edited 3638d ago )

Maybe because gaming has become more socially based.

Then again, only regarding the chart, the whole thing comes off as being more than a bit misleading.

I mean, how long does it take to finish Portal or Batman versus 20 hours?

Macka10803637d ago (Edited 3637d ago )

I did examine some shorter games, which are in the second chart in the article. The completion rates definitely go up, but not by as much as you might think. Very few 2-3 hr games rise above 50% completion on average.

EDIT:
Can't reply to @Godmars290 below, so I'll do so here. All the data is taken from Steam achievement percentages, tracked by Valve itself. If you want to look at it yourself, you can find them right on a game's Steam store page. For the hour counts, I used howlongtobeat.com to get an average.

Godmars2903637d ago

Okay, but where are you getting your data from? You provide a couple of links from superficially related examples then put up charts that may as well as be speculation.

Then again those speculations could be right because storytelling in gaming has become -been- so basic and trivial, but then so is the majority of what passes for being readable on the internet. Given that many write to provide "content" and just to write to generate hits.

Kyosuke_Sanada3638d ago

There is some truth behind both of your statements. We live an era where it's more important to tell everyone you own something then actually enjoying what you bought so your notions are not too farfetched.

Sunny_D3637d ago

I can see where you're going with that. I bet the most recent example was Uncharted 4. It sold well, but how many nonfans bought the game, but never actually finish it? Probably a lot.

Deadpooled3637d ago

@Sunny_D

I think it was less of a problem with Uncharted 4, the campaign took me just under 15 hours (in regards to this article, the game kept getting better and better with every chapter whether it was by storyline or action, and the boss fight and ending was incredible). Also because of the internet and youtube walkthroughs floating around, if someone gets stuck and gets impatient near the ending enough to quit, they could just watch the ending on youtube.

Macka10803637d ago

Could be. There are also so many more games now, so the second someone gets bored, there are a dozen other games vying for their attention.

warriors_133637d ago

games these days are massive. they need to be really enjoyable or engaging for me to want to finish them.

I prefer linear games with good story telling and pacing. games like tlou, uncharted, dark souls I'll definitely play till the end.

personally I can't finish most open world games. I get bored of the mundane tasks and it starts to feel like a chore.

Macka10803637d ago

The collect-them-all model of many open-world games has definitely been run into the ground. It's most frustrating when that kind of stuff is used to gatekeep story missions or lock the best abilities (as Just Cause 3 recently did).

50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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gamesindustry.biz
Cockney32d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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gamesindustry.biz
lodossrage33d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman32d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb32d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.