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- The Bad Ending – An Anatomy of Visual Novels
Monday, August 22, 2022
When Everything Goes Wrong
A
good story is often defined by its ending and a bad one can be
redeemed by it. Visual novels are no exception to this rule and must contend with this opportunity multiple times
over the course of the game. The most common form of endings used in
visual novels are the Good and True Endings, but there are also some games
which use Bad Endings. This kind of ending is one in which the
protagonist fails in some fashion based on the players choices and it
is generally treated as a short optional side path to expand the
players experiences. Handling a Bad Ending properly can be a
difficult task as they are inherently negative by nature and can make
the player feel as if they are being unfairly punished.
Bad Endings can be broadly split into two types, the Tragic End, where
events end poorly for everyone involved, and the Dead End, where the
protagonist simply dies. There is obviously a degree of overlap
between the two types and this will be explored more as we address
them separately. Their are other mediums which have the player
character die based on the players choices like with Dead Ends, most
notably choose your own adventure books, but none which place the
emphasis on them which visual novels do with Tragic Ends. This
strange evolution is what this article will be exploring as it details the aspects and usage of the Bad Ending and why it fits some
games but not others.
Tragic Ends
Of
the two types of Bad Endings the Tragic End is by far the most common
simply because it can fit into any genre and does not require any
form of character death. This allows it to sit alongside a more
grounded or personal drama oriented story. Death can still be a part
of a Tragic End but it is rarely the defining element and as a
result it can explore the outcomes of a failure in an expansive manner
not present in Dead Ends.
One
important feature of a Tragic End is how it expands the narrative in
some fashion, be this hinting at a future revelation or showing
another side of a character which might otherwise have been hidden.
This offer the visual novel a chance to allow the player to explore
the narrative and feel rewarded with the sense of discovery and the
idea that they have had a glimpse behind the curtain. On the flip
side the Tragic End can serve the same tension providing purpose as a
Dead End and be something the player wants to avoid so they can have
a happy ending for the characters they are invested in, which keeps
them on their toes. Player engagement is one of the most important
aspects for a game and the use of Tragic Ends provides it with ease, but
to really explore how they achieve this we will need to look a few
examples of good implementations of them.
Another side to the people we know |
Thinking outside the box can lead to exciting results |
Shock factor cannot be underestimated |
Dead Ends
In
contrast to the complex possibilities offered by the Tragic End, the
Dead End results simply in the swift death of the player character or
another key character. Dead Ends are often short in length and are
the closest visual novels come to having a simple game over screen,
but unlike them Dead Ends have a degree of narrative flexibility.
The
most common use of the Dead End is to build tension within a visual
novel by offering a fail state. This works to sell the lethality of a situation though showing it rather than simply implying it, which
allows the story to keep a sense of suspense throughout its length
rather than the player becoming accustomed to the threat of death. It
is surprising how a sudden death from a simple choice can wake the
player up and make them think more carefully about what they are
doing in order to avoid a similar fate again.
A battle should hold danger for those involved |
Perhaps it is time to run... |
Lack of Popularity
If
Bad Endings are as useful and expansive, as has been shown here, why do
so few visual novels use them? The simple answer is the game’s
genre determines whether the negative features of Bad Endings are
necessary for them. For example, one of the most common genres of
visual novel is romance / slice of life and it generally steers clear
of anything serious and instead want its tone to be light and upbeat
in nature which is highly incompatible with Bad Endings. On top of
this those genres which are more compatible with the negative tone of
Bad Endings might choose not to use them because of the potential to
upset the game’s pacing by diverting the player onto a side path
which they might not want to see. Those visual novels which do use
Bad Endings do so since it fits the type of narrative they are trying
to tell.
Conclusion
There
are a wealth of possibilities when it comes to the forms Bad Endings
can take and their use within a visual novel’s narrative. The
Tragic End offers a chance to explore a side of the world and
characters that might not be possible otherwise and Dead Ends give
tension and stakes to events.
Of course you want to know if you should include a type of Bad Ending
in your visual novel and the answer to that is based on if it suits
the story you are trying to tell. Do you need the tension and mystery
they add and are willing to pay the cost of potential pacing issues
and player confusion when they make a wrong choice? If you answered
yes then it might fit into your story, but be
careful since the trade off may effect you in ways you do not expect
like the confusion over the cause of a Dead End as in Fate Stay Night.
Overall, the Bad Ending and its mutations are a strange feature of
visual novels and it will be interesting to see how they develop in
future.