Start Strong, End Strong

Pictured - A better ending than that of The Last of Us

Introduction

Regardless of the medium, a bad ending is one of the worst flaws a work can have. It’s one of the few mistakes that the author cannot recover from without resorting to sequels and extensive retconning. I am, and always have been, a stickler for endings. Indeed, I’ve made it a rule when critiquing that any work with a lackluster ending is not worthy of being deemed a classic and the highest score it could ever hope to get is a 6/10, which roughly translates to a B- in my book. While discussing the nature of story progression with my fellow games enthusiast, Aether, he perfectly illustrated why I insist on holding this belief.

“A weak ending is one of the few things that can retroactively lower the quality of a story, turning sour all the good memories of what you’ve been reading, watching, or playing.”

–Aether

This is especially crucial for video games; you want to reward your audience for overcoming a challenge and having the tenacity to see your work through to the end. Depriving them of a good ending is one of the worst insults any development team can dish out. In all of the games I’ve played over the years, three stand out as having endings so bad, the good memories I had of them were almost completely erased. They should be studied by writers as what to avoid when crafting and structuring their stories. In order to demonstrate my points, I will have to resort to spoilers, so if you are at all interested in playing the following games, feel free to skip those sections. Don’t worry though, should I mention other games in the following sections, I will be sure to include spoiler tags if needed.

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