We could have sat theorising in the RPS chatroom all day, but instead we collaborated on something far more proactive and arrogant: rewriting the endings of five of our favourite games. Maybe it’s because creating closure is an entirely different discipline to holding someone’s attention. Maybe it’s because statistically, developers know less people will see the ending than any other part of their game, and a finale is a lot of work. They’re crap, aren’t they? Even games that tell engaging and creative stories have a habit of foundering abruptly instead of providing a satisfying finale.
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