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	<title>
	Comments on: It Never Ends	</title>
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	<link>https://unwinnable.com/2013/01/29/it-never-ends/</link>
	<description>Stories about Culture</description>
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		<title>
		By: Teddy		</title>
		<link>https://unwinnable.com/2013/01/29/it-never-ends/#comment-49797</link>

		<dc:creator><![CDATA[Teddy]]></dc:creator>
		<pubDate>Wed, 30 Jan 2013 18:08:34 +0000</pubDate>
		<guid isPermaLink="false">https://unwinnable.com/?p=40190#comment-49797</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://unwinnable.com/2013/01/29/it-never-ends/#comment-49728&quot;&gt;Rob Haines&lt;/a&gt;.

I think denouement isn&#039;t a hot topic for a few very practical reasons. Mainly because it&#039;s far from guaranteed that every player will finish the game, even if they enjoy it for multiple hours first. So naturally, game openings have been a hotter and more urgent topic of discussion. There&#039;s long been a focus on &#034;game endings&#034; however, though I think that tends to be more about the climactic moments than the period after them. 
 
I wanted to be careful not to project an air here of &#034;hey, no games are doing this&#034; because I don&#039;t think that&#039;s true. You&#039;ve identified a few that I agree with. As I mentioned, Earthbound, Ico, and Red Dead Redemption have wonderful denouement. I actually love the ending scene of FF8, despite the climax&#039;s goofiness. At some point I&#039;ll come back around to do a full study on denouement, after I&#039;ve tried it out myself! ]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://unwinnable.com/2013/01/29/it-never-ends/#comment-49728">Rob Haines</a>.</p>
<p>I think denouement isn&#039;t a hot topic for a few very practical reasons. Mainly because it&#039;s far from guaranteed that every player will finish the game, even if they enjoy it for multiple hours first. So naturally, game openings have been a hotter and more urgent topic of discussion. There&#039;s long been a focus on &quot;game endings&quot; however, though I think that tends to be more about the climactic moments than the period after them. </p>
<p>I wanted to be careful not to project an air here of &quot;hey, no games are doing this&quot; because I don&#039;t think that&#039;s true. You&#039;ve identified a few that I agree with. As I mentioned, Earthbound, Ico, and Red Dead Redemption have wonderful denouement. I actually love the ending scene of FF8, despite the climax&#039;s goofiness. At some point I&#039;ll come back around to do a full study on denouement, after I&#039;ve tried it out myself! </p>
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		<title>
		By: Rob Haines		</title>
		<link>https://unwinnable.com/2013/01/29/it-never-ends/#comment-49728</link>

		<dc:creator><![CDATA[Rob Haines]]></dc:creator>
		<pubDate>Tue, 29 Jan 2013 22:48:48 +0000</pubDate>
		<guid isPermaLink="false">https://unwinnable.com/?p=40190#comment-49728</guid>

					<description><![CDATA[Gaming really does seem to struggle in general with the idea of a satisfying denouement. I suspect it may be a holdover from a less narratively-inclined age, when once the Final Boss(tm) was vanquished, the only resolution needed was a quick splash screen showing the hero victorious, a line or two of text and the rolling of the credits. Even so, I struggled to think of a game which has successfully provided both a satisfying finale and that proper sense of catharsis, especially without going down the JRPG route of denouement-through-prerendered-cutscene.  
 
The best I could come up with were Chrono Trigger - with its neat repetition of the &#034;Good morning, Crono!&#034; motif and a smidgen of interaction - and 2008&#039;s Prince of Persia - which came the closest to providing a proper cathartic moment, before subsequently ruining it by rendering what should have been a meaningful choice (unleash eternal evil for the sake of love, or walk away in the knowledge that it&#039;s what she would&#039;ve wanted) as a developer-enforced linear path. 
 
What do you think? Have you encountered any games which have done this sort of thing particularly well? ]]></description>
			<content:encoded><![CDATA[<p>Gaming really does seem to struggle in general with the idea of a satisfying denouement. I suspect it may be a holdover from a less narratively-inclined age, when once the Final Boss(tm) was vanquished, the only resolution needed was a quick splash screen showing the hero victorious, a line or two of text and the rolling of the credits. Even so, I struggled to think of a game which has successfully provided both a satisfying finale and that proper sense of catharsis, especially without going down the JRPG route of denouement-through-prerendered-cutscene.  </p>
<p>The best I could come up with were Chrono Trigger &#8211; with its neat repetition of the &quot;Good morning, Crono!&quot; motif and a smidgen of interaction &#8211; and 2008&#039;s Prince of Persia &#8211; which came the closest to providing a proper cathartic moment, before subsequently ruining it by rendering what should have been a meaningful choice (unleash eternal evil for the sake of love, or walk away in the knowledge that it&#039;s what she would&#039;ve wanted) as a developer-enforced linear path. </p>
<p>What do you think? Have you encountered any games which have done this sort of thing particularly well? </p>
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