Doing the Bad Ending Well: Red Dead Redemption

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The second game to fall before the might of The Quest happens to be Red Dead Redemption, Rockstar’s 2010 mix of Grand Theft Auto gameplay and the Western genre.  This game’s pretty well known, so if you’re looking for an opinion piece on it, that ground’s already covered.  If you want the Aether take in particular, I didn’t like it that much.  Even when I was in the mood for a good rooty tooty point and shooty, I found this wide open sandbox to be full of things to do but very little that was worth doing.  But that’s not why I’m here today.  I want to talk about one of the parts of the game that I did like, the ending.  And I want to talk about why I like it.  Because that’s a weird space for me.  The ending to Red Dead Redemption does a few things that I normally absolutely despise when video game endings do it, but they work for me here.  Let’s explore why that is.

Suffice to say, I am going to spoil the hell out of Red Dead Redemption’s ending.  If you haven’t beaten the game yet and you’d still like to, I wouldn’t click that ‘Read More’ button.

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The Higurashi Notes, Chapter 2: Watanagashi-The New Major Factors

In spite of just starting the tale over using the same setting and conflict, and mostly the same characters, Watanagashi does add a lot of new things into our understanding of the Higurashi world. Let’s take a look at some of the more major ones. And, as always, be wary of spoilers. We won’t cover anything from later chapters, but I’m taking everything from Onikakushi and Watanagashi as fair game.

Cycles

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Watanagashi resets the clock on the whole Higurashi deal. As you might recall from the last chapter, Onikakushi, the story consisted of an arc wherein Keiichi moved to town, made friends, had good times, then everything went to hell and he died in mysterious circumstances after killing his friends. Watanagashi rolls the clock back to right at the beginning of when Keiichi started having good times, then starts taking things in a different direction. So it starts over. Rewinds time, then retells the story with different happenings. Lots of things do that. So what’s the issue?

Well, it’s clear that everything in Onikakushi still happened. Keiichi’s life still fell apart, he went insane and probably killed his friends, then died himself. This is not a simple narrative tool, where we’re getting to see a different dimension to the story. Something actually occurred to restart things, to flip the pages of Keiichi’s story back to near the beginning, and then it moves differently from there. We know this, because when whatever refreshed things happened, it left behind some scars.

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They’re deep scars, ones you can’t see very well, but they’re still there. Keiichi gets the odd feeling that he can’t explain, momentary flashbacks to what happened last time around, that he’s no longer in a position to understand. Something in side of him is screaming for him that he’s in danger, but given that his memories are lost with the time, he’s not able to pick up on it. This is most clear when he first runs into Ooishi, and where last chapter he warmed up to the detective pretty quickly after a bit of a cold reception, this chapter around he automatically gets some pretty severe misgivings every time Ooishi shows up. Not only that, but he’s already way more familiar with both Ooishi and Tomitake than he should be when they first meet. Those memories are leaking through, he just doesn’t realize it. Because why would he?

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It’s not just Keiichi that these memories seem to be leaking through with, either. Takano already seems to know more about Keiichi and his limitations than she should for someone who just met him. The police made no connections between the murders and the disappearances last chapter, whereas they’re completely on top of the pattern this time around, although that may be less the memory-wipe breaking down than it was Ooishi just dicking with Keiichi in the previous tale. Tomitake seems to have his odd misgivings as well. Whatever’s going on to reset time here, it doesn’t just seem to be localized to Keiichi.

Overall, Watanagashi is waaaaay less into the “maybe it’s people, maybe it’s magic” deal than Onikakushi was. Except for this. And this alone. But the nature of these cycles, whatever it may be, is huge. And for that reason, Watanagashi feels a lot more supernatural in nature than Onikakushi did, even though outside of time repeating itself, there’s very little that doesn’t have a person directly behind it. Some sort of outside force sent time spiraling back to it’s start, and it would take quite a bit of doing for that to have been something the people made happen themselves. These are almost certainly some other-that-human forces at work, here.

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How long have these cycles been going on, though? How many times has time repeated itself. Think back to the opening of Onikakushi. Before it got into the story proper, it opened with a narrating character killing a woman with several sickening blows. At the time, I had theorized that was what was going on during the period of time that Keiichi had blacked out at the end of the chapter, before he woke up to find his friends dead, but maybe that’s not the case. Sure, that could easily be Keiichi and Rena, but at the end of that chapter, he apparently murdered his friends in his room. When the chapter opened, the scenery showed an outdoors location, under the open sky. Maybe, rather than filling in the gaps in Keiichi’s cognition, that actually showed similar occurences in an earlier timeline?

You know, the idea of cycles may not be limited to temporal loops. A big chunk of last chapter also focused on how Keiichi was repeating the final actions of another, posthumous character before that guy had disappeared. Stuff repeats in Hinamizawa. And I guess it doesn’t usually lead anywhere fun.

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Sticking the Landing

Red Metal and I have been going round and round these comment sections, complaining about when the plot turns sour at the end of video games for a long, long time.  And with good reason.  Dropping the ball on the plot like that is pretty much like giving the player a nice, delicious dessert, only hiding a big ‘ol rock in the middle of it.  You’re going along, enjoying yourself, and then bam!, all your teeth are shattered and you hate everyone who delivered that to you.

But, you know, plot is not the only way a game can fall apart at the end.  I don’t know if it’s even the most common way a game can fall apart.  Plenty of games fall apart gameplay-wise, as well.  In fact, thinking back, it’s hard to remember the last time I played a game that didn’t somehow just drop in gameplay quality at the end.

Fact of the matter is that most of the people who start your game aren’t going to get to the end.  As it turns out, not everybody can muster up the commitment that I do so magnificently all the time.  So, it makes sense that they’d put most of the quality up front.  That’s where the reviewers are going to focus, that’s where your first impression is developed, and really, that’s where you know most people are going to be playing.  From a pure dollar/value standpoint, of course that’s where you’re going to get the most impact for your operational inputs.

Of course, it may not be a conscious decision to focus on the start to the detriment of the end of the game either.  Oftentimes, if you’re making the end of the game at the end of the development process, you’re just running out.  Running out of funds, running out of energy, running out of creativity, it’s kind of natural you just wouldn’t be able to bring it the same way you were earlier.  Compounding this, one of the ugly truths of the video game industry is that crunch time is a standard practice.  When your game is getting close to being ready, your life will quickly become hell.  And you’re still supposed to squeeze out the magic there.  It just can’t happen.  So if crunch time is overlapping with you capping off the game, of course the quality’s going to suffer.

Just like a plot going down the tubes at the end can derail the whole experience, so to can the drop in gameplay.  I was actually enjoying Fallout 4.  I know not everyone enjoyed Fallout 4, but I did.  Until the end.  Which hit a really weird moment.  That was the point at which the plot was reaching its most tension, with all the factions I had been moving along having their irreconcilable differences finally coming to fruition, and with that pushing things forward, it really should have been at the game’s height.  The gameplay just wasn’t matching it, though.  The game completely ran out of anything new or different to deliver, leaving me fighting the same old goons without anything really special to it, glitches started popping up a lot more, and balance all went out the window.  The quests had the highest amount of emotional release in the game, but aside from the Brotherhood trying to get its troops at me through a toothpaste tube, which was kind of cool, the gameplay was all same old, where it wasn’t lacking.  It kind of made the experience feel a bit hollow.  Part of me was into it, part of me wasn’t, and I ended up suffering through the bad parts and not enjoying the good as much as I would have otherwise.

Don’t have much of a point here, just a bit of a rant.  But, while it’s easy to complain about a bad plot twist spoiling a game for you, and while a disappointing last level may not ruin the experience as much as a failed ending, it really amounts to a bit of lost potential.  I finished Fallout 4, and haven’t cared to go back, but a game that sticks the landing can have me coming back again and again.

The End of Dark Souls

Last time, on Aether Plays Dark Souls… you know what?  Forget about last time.  Forget about all those last times.  Except don’t really, because those last times were great and they make the world so much better, but maybe forget them a little bit, because it’s all about what we have ahead of us now.

For we are at our moment.  This is it.  This is that moment upon which the fate of the world will fall.

How long has it been?  How many deaths, both mine and others’?  How many tears, conquests, falls and rises?  How many friends have I gained and lost?  How many times have I truly proven myself the best chosen one?

And all around me, how many other people on their own adventures, dealing with their own plague of the darksign, making their own quests?

Tonight, that all ends.  When dawn comes again, if it ever does, the world will be changed.

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But a man can’t change the world unprepared.  I have some things to do.  First step, make use of the rite of kindling and build Firelink’s bonfire as high as it can go, filling my estus flask to bursting in the meantime.

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Second step, use the soul of the darkmoon knightess to make my estus even stronger.  It’s not the best way to honor her death, and I feel I owe her more than this, but you know what?  She tried to kill me.  I don’t care.

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Third step, head up to Frampt and cut him in his big stupid lying…

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I mean, try to cut him, but fall down the giant gaping hole in front of him instead.  Boy, do I feel stupid.

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There’s some magic there, to cushion my fall.  Who left it there, I don’t know.  But for once, I don’t get hurt.  I could get used to that.

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And here I am.  That which I’d been seeking to open on this whole ‘murder everyone’ fool’s mission. Continue reading

Freytag’s Pyramid vs. Non-endings in Storytelling

Man, Frank R. Stockton was such a punk.

So, there’s a lot of bad endings in the world of stories.  I’m not talking about downer endings, those can actually be quite good no matter how sad they may be.  I’m talking about those blatant sequel hooks, rushed finales, story threads you’ve been waiting for the conclusion on that never finish up, works that just skip the denouement entirely, and the like.  Narrative tricks that stop the story without finishing it.  Non-endings.  Non-endings have been around for quite a while.  Longer than you or I.  Frank R. Stockton punking it up all over the 19th century is proof enough for that.  It seems they’ve been getting more and more frequent in the modern age, though, as pretty much every writing industry gets more competitive, as serial fiction gets more popular, as more creators either get lazy or try to leave things open for the follow up.  It’s easy to see why.  Endings are really, really hard in the first place.  Keeping track of all the myriad threads you’ve opened up?  That’s for nerds!  And hey, if you set things up so that people have to keep with your story beyond the initial work in order to get a satisfactory conclusion?  Who cares if it’s manipulative as all hell!  There’s dollars/ego at stake!

Yeah, so non-endings abound, they’re getting more pervasive, and a lot of authors seem really, really attached to them.  They also make all of your stories worse, though.  And I’ve got the science, in the form of pretty line graphs and century old literary theories, to prove it.  And you can’t doubt any of it.  I got my Bachelor of Science degree.  See, “Science”.  It’s right in the name.

Anyways, once upon a time there was this guy called Gustav Freytag, better known to modern literary historians as the Frey-Dawg.  The Frey-Dawg was a novelist and playwright who wrote some things you’ve probably never heard of unless you’re European or something, but he moonlighted as a literary critic because nothing picks up women in the 1800’s like talking smack about Shakespeare that they’ll never understand.  Remember than in case you ever get your hands on a time machine.  It was in the latter field that the Frey-Dawg truly made his mark on history.  Check this out.

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This is Frey-Dawg’s Pyramid.  Also known as Freytag’s Pyramid or Dramatic Structure because your English teacher had all the personality of a brick wall.  This showcases what is just about the most basic plot structure you can have and still have a story anybody’s going to want to read.  That line could represent a lot of things, like tension, pace, reader’s interest, the amount of changes being made, whatever.  You could argue about that for years, and it really doesn’t matter.  It’s something you feel mostly by impulse, what specifically it is doesn’t make a difference.  Basically, this plot structure sees your hero kicking it in his crib at the start, spends a bit of time showing you the base level of what the story-world is, before shaking it all up with the Inciting Incident.  Said Inciting Incident starts up the rising action, with the hero progressing through the plot and leading up to the big “Luke, I Am Your Father” moment at the climax.  After the climax, the story stops introducing new elements and focuses on wrapping up the threads it does have, the mysteries have been uncovered, the hero is whaling on the bad guy, that sort of thing.  Then there’s no more to do, and you hit the denouement, where all the happily ever after happens, and the story sets the stage for the life you’ll assume the characters and world will have after you put the book down.

The Frey-Dawg built this pyramid strictly with five-act Greek and Shakesperian dramas in mind, but you can actually fit most stories ever since mankind was hanging around in caves telling tales of rocks mating into something approaching this mold.  Not only is this such a basic measure of storytelling, this also outlines what are usually the minimum requirements to tell what most readers will consider to be a ‘complete’ story.  This is generally what it takes to satisfy readers.  This is the structure that most simply fills the needs of storytelling.

Of course, tastes in narratives change over time.  While this structure fit a lot, possibly even most, of stories up through the early 1900s, most modern authors and readers alike prefer something considerably more complicated.  Modern storytelling tends to extend the rising action greatly, pushing the climax back into the endgame, and adding in a lot of mini-climaxes or complications on the way there.  Both the exposition and the denouement tend to be shorter, establishing the baseline and wrapping things up a lot faster compared to the time spent on the main thrust of the plot.  You have little bits of falling action interspersed among the rising action, then the main fall happens over a lot less time than Shakespeare would give it.  So, for an example of how Frey-Dawg would work that structure around a modern story, here’s the pyramid for an absolute masterpiece I just spent the last five minutes thinking up.  Man, I’m awesome.

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Don’t get too stunned by how amazing I am.  We still have some talking to do.  So, the important part, at least for our discussion today, is at the end there, the bit starting right after the climax.  Even in modern-day stories, where the post-climax period is a lot shorter, our stories still have a period where they wind down, then plateau before THE END.  That is vitally important.  That is what you need to have a good, satisfying ending, no matter how happy or sad your conclusion is.

And that is what all these various non-endings fail at.  Frey-Dawg clearly showed future generations just what it takes, and our storytellers are just stomping all over it.  These endings suck because they fail to take into account the basic needs of a finale, as demonstrated by Frey-Dawg’s Pyramid.

Let’s take a look at exactly how these work out.  There’s three main structures these bad endings tend to fall into.

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