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(+3)(-26)

That's what bad endings are for darlin'~

It gives people a chance to make their own choices and feel in control, without actually stressing the creator.

You wanna defy a deity and stay dead? Fine. 
Then the game ends there with a "Bad Ending: Permanent Death".
Or something like that.

If you keep refusing the LI's, the deity could become pissed off at you and trigger another bad ending, like "Bad End: You pissed off the wrong deity".

And so on.

It ends the game early, but that's what people have Save/Load slots for.
And when they return to them to redo it, they've gotten the need to rebel out of their system and can play along with the game without getting so freakin' pissed off at the lack of choices.
Because they DID choose to accept it --this time around.

And thanks to the bad ends, there WAS a choice.

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I'm noticing throughout your other comments for IF/visual novels this genre just might not be your thing

Or you just purposely like going against the stated objective of the story and then throwing your hands up like "but my CHOICES!? shouldn't I get a CHOICE just code it in there developer it's not like it'd be taking time/effort for something else"

So I recommend to stop seeing interactive fiction like games and start seeing it as interactive fiction that wants to tell a story and within that story you can direct the outcome for your character (and no actively wanting to choose to go against the story doesn't make you interesting or is a valid choice - it makes you a typical annoying DND player that gets upset when the party moves on because you don't want to join the carriage ride to save the world)