Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 15, 2019
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


How do you end a game well?

April 20, 2017 | By Staff

April 20, 2017 | By Staff
Comments
    1 comments
More: Console/PC, Design, Video



What makes for a great game ending?

We dug into the question a bit today on the Gamasutra Twitch channel as we wrapped up our abbreviated look back at Deus Ex, a seminal game that we've been quietly playing through in between our usual streaming smorgasbord of developer interviews and editor roundtables. 

As we saw in our haphazard romp through the game's final level, Deus Ex is designed to afford players some freedom in how everything ends by offering up three potential victory conditions -- at least one of which involves a nonvolent union with a global AI.

While the notion of a game asking players to decide the fate of a virtual world is not uncommon, it's still sort of interesting to look back at this nearly 20-year-old first-person game and see a path through to the end where it seems possible (albeit exceedingly unlikely) for a player to achieve ultimate victory without directly harming anyone.

(As you'll see in the video excerpt above, we did a less than perfect job of sticking to that path.)

Our trip through the last level of Deus Ex took about an hour, and in the course of that journey we wound up having a wide-ranging conversation about the nature of game endings and what's involved with designing a finale that feels satisfying. If you found this video helpful, or just want to listen to the dulcet tones of the Gamasutra editorial crew, be sure to follow the Gamasutra Twitch channel for more gameplay commentary, developer interviews and editor roundtables. 



Related Jobs

DMG Entertainment
DMG Entertainment — Beverly Hills, California, United States
[07.12.19]

Technical Artist
DMG Entertainment
DMG Entertainment — Beverly Hills, California, United States
[07.12.19]

Game Designer
Osmo
Osmo — Palo Alto, California, United States
[07.12.19]

Sr. UX/UI Designer (Games)
Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States
[07.11.19]

QA Manager









Loading Comments

loader image