Taking blatant inspiration from @Eric_Moser’s Craft of Writing threads, I’m interested in how you feel (as a writer or a player) about the latter sections of CSG games! I’ve noticed occasional comments about games feeling rushed at the end, or players feeling like they don’t have influence on what’s happening, or that a plot element came out of nowhere, and am curious about how to mitigate that.
Which games have you found really satisfying for climax or finale scenes? Where have you really felt like they drew threads together and made you feel like you had influenced, and carried on influencing, the story? Did the stakes feel in-keeping with the earlier parts of the game?
And for after the climax…
Do you enjoy open-ended endings (like in something like Pendragon Rising) or a short-term epilogue (like in Heart of the House) or a longer-term epilogue (like in Cannonfire Concerto where it describes until the main character’s death. How much do you like the fates of the characters, or the main character’s future plans
to be stated, how much do you like to choose, how much do you like to be left to your imagination?
I really like the Choice of the Deathless ending for several reasons, but especially how, although it doesn’t go far into the future, you have a sense of where the main character will be going after the game ends and whether they change firms, etc. And the final lines are just lovely. I don’t find it rushed at all, and yet it has a shorter wordcount than some other games, and isn’t super branchy.
…and, for writers, what do you do personally to craft a satisfyingly branchy, yet meaty, finale and ending/epilogue, while keeping your workload manageable?