Whatever Warhorse does PLEASE Make a Good ENDING!

In a story driven open RPG I cannot stress enough how much of a difference good writing and a good conclusive and worthwhile ending adds to the Value of a game.

After beating Skyrim I was VERY pissed off and how worthless and lackluster the ending was, it literally made me feel like I completely wasted my time on the game and that the devs just didn’t even bother to make and ending.
This happens alot in gaming where even good or great games are completely brought down by the ending of a game.

Warhorse please put the proper time and effort in giving us player a great ending for each Act and a great overall ending to the series.

The ending is like a reward to the gamer, so many games just mess up that last part and it can ruin all the time you put into a game.

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Okay, well… In the end of Skyrim, you stopped a civil war to capture a dragon, and flew on its back to a mountain citadel guarded by wyrms and zombie viking cultists to go through a portal that linked the world of the living and the dead. You then fought alongside the three biggest badasses in history outside the halls of Valhalla to kill the first born son of the god of time before he could devour everyone’s soul and destroy the world. And this is “lackluster” for you.

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Thank you for such a nice spoiler :smiley:
Really apreciate that!

Second that… Amen…

And about Skyrim: I can relate. But with htat it was more like the whole storytelling was a tack uncosequential nothing really stuck to my mind, opposed to the BioWare storytelling of the last 3 big series. So in Skyrim the ending was a bit bland, like a soda, taht could have been great, but was opened a week ago.

Major Skyrim spoilers below

@tehok and what happened at the end? NOTHING. Literally stood on the top of that mountain for 10 mins wondering when the heck the credits would roll or an ending video would start or something. But nope I’m left with literally nothing happening. Nothing you did in the world actually effecting anything in skyrim.

Kill the emperor, no one notices, The civil war was nothing more than a couple of small fort battles and nothing resolved, none of you decisions resolved the civil war cause it was not resolved at all.

It’s like Bethesda purposely designed a game where you had ZERO real effect on the world. Combine that with the lack of any real reward or sense of accomplishment in the ending and it was a HUGE let down.

I hope Kingdom come does the opposite. I want my decisions and actions to matter, I want to dramatically effect the world. I want stroylines with actual conclusions that are based on my actions and decisions. If I screw up i want to have to live with that during the game.

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I think that the story here is being written by the guy that made “mister Salieri sends his regards” ending in Mafia so no worries here;] Although like in the Skyrim example above - writing a good story is one thing, but executing it in a good manner is another.

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That’s the problem with sandbox games! You keep doing sidequests for a week(s) so you completely forget there is an epic story waiting for you on the background. And by the time you get back on track with the main story, your character is so completely different than the one you fell in love with when you left prologue so you just feel you’re finishing the game’s main story just out of sense of duty and you don’t enjoy it as much as you could.
I think good sidequests should be enhancing the main story to make it more colorful and add pieces to the mosaic instead of distracting you. But I’m sure the storytelling in this game will be superb! :wink:

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A good story with strong characters and ending, as well as a solid, demanding and satisfying combat system would really make a difference. We trust you to bring us the best medieval game ever made, Warhorse! :smiley:

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A good character with good development makes a good story with good development.

After all what I’ve heard is the main Story and big Events based on truhe events and just the side quests and the way to this events are self written. So im not sure if they can change much about the Ending :slight_smile: Sry bad English

[quote=“neofrommatrix, post:7, topic:2637”]That’s the problem with sandbox games! You keep doing sidequests for a week(s) so you completely forget there is an epic story waiting for you on the background.[/quote] This is spot on, most other games put so much focus on having such a large number of side quests that the over-arching plot suffers as a consequence.

It is a very fine balance between having too little side-quests/too linear a story and having a huge number of side quests and consequently the main narrative losing it’s focus. I think that no matter what Warhorse do in this respect they will not be able to please everyone as some people will wanted it weighted in favour of one side or the other.

I only hope that players will realise the incredible complexities surrounding this issue and the challenges that Warhorse will face on their way to crafting this (we all hope) epic videogame.

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This would be the perfect ending if i had my way:

Here isn’t a greedy publisher like EA who totally ruined Mass Effect. So I’m not afraid about ending of Deliverance.

To be honest, any developer can have a bad story and/or ending, not just the multi billion dollar ones.

Good endings to chapters rather than one ending, history is structured by chapters

Chapter One, in which I build a universe. And so on :slight_smile:

They just need to have a look at their “neighbours” at CDProjekt. The Witcher had a fantastic ending and still was 50 hours long. A long and open RPG does not exclude a satisfying ending and storyline. Bethesda’s weekness always has been the main plot. No big deal if the game is great but, again, The Witcher was way more satisfying in the end because of the great “WTF” ending and the nice final cut scene. :blush:

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Here’s an idea - what if new side quests pop up as your progress the main quest?

Chapter I, Act I - you have a few side quests to do as you start. These are relatively easy quests as you are new to the game, but might be a challenge since certain skills are low. The usual stuff.

Chapter II, Act I - you gain an additional amount of side quests that weren’t available before, even if you’ve spoken to the same guy in Chapter I who gives you the quest now in Chapter II. Some old side quests from Chapter I are now closed off, to avoid a lot of available side quests stacking up and then in Chapter IX, you’ll have two dozen side quests you want to do but you never bothered with any of them in the beginning and thus we have this very same dilemma that you spoke of.

I don’t know if everyone would think this would be too restrictive and un-sandboxy, closing off certain side quests as the game progress. But I hope anyways that many side quests we get are related to the story somehow, and not just a disconnected quest you got from some guy you met on the market that has nothing to do with the story. This shady character could be gone by the time of Chapter III, or he’ll show up some other place with a different side quest, or you find him latter hanging from the gallows because you never helped him in Chapter II. And if you do help him (not just helping him retrieving some sort of “misplaced” sword, but a much deeper side quest thant that), although he seems shady, he might be a good asset for the story later on. So in that way, he would have connection to the story, but since he’s a side quest, he can disappear if you don’t find him before certain actions take place. Stuff like that, you know.

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The complete narrative in Skyrim was lackluster, not only the ending… :smiley:

With a well done narrative there should be no “bad” ending anyway.

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[quote=“SavageBeatings, post:17, topic:2637”]
Here’s an idea - what if new side quests pop up as your progress the main quest?
[/quote] This is what the Mass Effect games do, and if you are going to have a large amount of side quests available then this is an ideal solution.

Even better in my opinion would be having to choose between certain quests that become available at similar times, and you are only given enough time to complete some of them but not all. This is more realistic as not all “quest-givers” in real life would be willing to wait for weeks while you go round the entire village doing everyone else’s missions/chores/deeds before theirs. They would be most cross haha! :angry:

And for an even more realistic layer of depth, choosing which quests you do first could have either a positive or negative impact on the relationship of the NPC’s depending whose quests you decided to do, and which order. Left the quest for the girl you’ve been wooing till last? She may not want to talk with you anymore… :wink:

The team ought to find inspiration in some of the best selling rpg titles out there. Like Mass Effect 3.

Just think about it. You have saved the king from the clutches of his evil brother. You follow the light out of the dungeons to the castle courtyard. There, three dukes await you, each offering a different ending. Kill the king, become the king, marry the king. Above them, three banners and coat of arms symbolizing this deeply profound choice:

Red, green and blue.

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