I get it. I have tropes or topics that—while perhaps not inherently bad—I am just personally tired of and very much avoid. Especially in IFs, I don’t think there are many scenarios where a game would have to end with the villain dying in all ends. But I still hold on to my belief that MC changing for the RO villain or the RO villain changing for the MC are equally “bad”. **Or, not bad, but hard to do well.
Thankfully there are many middle grounds between super happy unrealistic ends with two characters from incompatible views or worlds coming together without any issues, and someone, or everyone, dying.
I honestly don’t think anyone would have such malicious intentions, well, not many anyway ![]()
One thing I have realized by going from reader to “writer” is that the idea of the characters is so rigid that I can’t easily change some scene or character to fit the scene in a way that might be optimal or satisfying for the reader. While I know I enjoy a happy ending or an RO who always puts the MC first, or the MC not being “punished” by the consequences of their actions, I… I find myself unable to do it.
It’s honestly a little silly. But it feels like breaking the internal logic, in the same way writing that the sky is neon purple feels wrong.
—So what I meant with that is that I don’t think authors mean to punish you or players like you (tho I could be wrong, of course), but that they couldn’t see a way to go around their game’s world logic and give more players a satisfying end.
It’s tricky, really.
One idea I had to get around this problem–for ends anyway–but possible usable in all games is to have an ending that is non-canon. An easter egg type ending that might require particular choices and actions, that makes it clear that we are departing from the game canon or logic in some way and where anything could happen. That could leave the door open for sequels or game/story logic issues, as that end had not promised the same things as a canon ending.
I find this interesting—If one listens to this thread, I think you’re definitely right. What about realistic redemption? The type that takes a long time, takes sacrifice, and does not depend on romance?
I can like those too! But I often feel like (especially in games with rigid MC personalities) that it requires the MC to very suddenly change, and I’m not sure how to fix that—except to add a lot of extra content where the MC is always allowed to go against the plot (if the villain RO is an antagonist)—which would be hard to do. (Hard in the same way that DnD games often require players to play characters who will accompany the party and actually do “adventuring”, and how IFs need to follow a plot as they are not infinite.) The only game I’ve seen do that well is Kotor, and that was because of the character’s very special circumstances.
isnt that then the MC changing for the villain RO? ![]()
Agreed!
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Also very important for everyone involved! The game part for the author, and the story part for the reader
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