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The Allure of Ambiguity: On the Power of Uncertain Game Endings

By Featured Blogger tom_cat_01

Guest writer tomcat discusses why the endings that stay with him the most are often those that shy away from offering traditional resolutions.

I was planning to write about the ending of BioShock Infinite, but it's fair to say that the internet is already saturated with analyses of it. Still, thinking about the ending of Infinite led me to think about game endings more generally, and what kinds of game endings I enjoy the most. There is a definite type of ending that resonates with me more than any other: the open or unresolved ending. My favourite game endings are those that lack closure.

The vast majority of games are geared towards a kind of narrative finality that requires a very definite resolution. There's a structure of objective-completion-reward that necessitates closure: you have a task, you complete the task, and you get the reward. It's a closed process. Games with open endings, however, challenge this structure. An unresolved narrative contrasts with a completable, objective-based game. As a result, there's a dissonance inherent in games with open endings, a tension between the lack of closure on the one hand, and the traditional objective-completion-reward structure of video games on the other.

It's this dissonance that makes the open ending the most interesting type. Unresolved endings are often sadder, more challenging and more memorable than endings that tick all of the boxes and tie up all of the loose ends. They linger in the mind, asking questions and demanding analysis. They encourage deeper philosophical investigations into the roles and responsibilities of the player. I've had many more long discussions with friends over unresolved endings in games, books and films than I've had over neat, definite, happy ones.

One type of open or unresolved ending is the projected ending. In literature, a projected ending is one that takes place hypothetically after the end of the book. (A famous example would be in David Foster Wallace's novel Infinite Jest; the denouement takes place after the work has ended.)

One of my favourite examples of a projected ending in gaming comes from Final Fantasy VII. For various convoluted reasons I won't go into, the villain Sephiroth has summoned a meteor to scar the planet. The heroes have cast a spell called Holy to counteract Meteor. The player defeats Sephiroth at the game's climax, leaving Holy free to do its stuff. But there's a catch: in addition to destroying Meteor, Holy will judge humankind and, if it finds them to be a threat to the planet, will cleanse the planet of the human race; a twist in-keeping with the game's eco-focused ideologies.

The unknowable qualities of Final Fantasy VII's ending definitely contribute to its impact.

The final moments of FFVII consist of a brilliant white flash, a brief image of Aeris as she exists in the lifestream, and then… nothing. The ultimate judgment of Holy is left for the player to ponder. It's projected outside of the game's narrative: it happens after the ending. Did Holy destroy the human race? The epilogue, set 500 years later, shows us the prominent city of Midgar now overgrown and ruined. But even this fails to answer the significant question: what happened to the humans? Did they merely abandon the city, or is Midgar in ruins simply because there are no people left to inhabit the place? The quiet, post-credits laughter of children is a similar source of heated fan debate.

The most significant aspect of the ending is the way it upsets the traditional narrative expectancy for a grand heroic action that saves the world and wins the day. It changes the identity of the player from somebody who completes an objective and saves his heroes to somebody who may be complicit in the downfall of the human race. The world is, most definitely, saved, but at what cost? The unknowable qualities of FFVII's ending definitely contribute to its impact.

It's unfortunate, then, that Square Enix decided to answer the question of FFVII's ending by developing various sequels, making something that was once unresolved and highly original into something run-of-the-mill: the Holy spell worked, and it saved the day.

**

Team Ico's masterpiece Shadow of the Colossus offers a different kind of unresolved ending. The defining characteristic of SotC is its minimalism. The game refuses to satisfy the player with any detailed information, character biographies or helpful moralising. Who is the protagonist Wander? How did Mono die? What the hell is Dormin? The most striking thing we can say about the game's setting is that its an empty and forbidding landscape, one so old that it has forgotten even its own history, leaving the player free to apply whatever interpretation he or she deems best.

Indeed, as the game progresses it becomes apparent that the Colossi aren't violent "bad guys" in the usual sense of the term, but are, in fact, sad, ancient, moss-covered guardians standing watch over nothing but ruins. This forces the player to morally reconsider her notions of the standard objective-reward videogame structure. As the player slays more and more Colossi, the pervasive tone of the game changes from one of noble questing and honour (kill the Colossi to resurrect the maiden) to one of sadness and selfishness (lay waste to these giants to satisfy your own desires). It wouldn't be especially controversial to suggest that Wander actually fulfils the narrative archetype of villain (albeit under the guise of the bereaved adventurer). I like to think of Wander not as a naive but well-meaning warrior, but as a foreign invader, come to plunder the land's magic and to slay its inhabitants. You, then, as the player, are complicit in this evildoing. Lord Emon, who pursues Wander but arrives too late to stop him slaying the Colossi, is the game's real hero.

Shadow of the Colossus' ending is exceptional not in spite of its vagueness, but because of it.

The striking ending isn't unresolved as much as it's unexplained: the uncharacteristically frantic sequence of dramatic events and sudden plot twists doesn't explain itself in any coherent, rational way. Instead, it invites the player to extrapolate an explanation that best fits his or her interpretation of the game's events. Accordingly, the internet is rife with myriad interpretations of what is going on.

But as much as we can glean from the ending, there are many questions that remain unanswered. Is the horned boy revealed in the final moments Wander reborn, Wander punished? Is it even Ico, in a twist that would establish SotC as a prequel to the developer's earlier game? And why is the world of the game forbidden? Is it because the Colossi are dangerous, or because they are sacred? Or (my favourite interpretation) because the landscape of SotC is actually a prison for Dormin, and the Colossi his jailors? My interpretation: Wander's death is very definite, a penance for his murder of the Colossi, a denouement that establishes the game as a traditional revenge tragedy, with both Wander and Emon acting as revenger.

Alternate interpretations, however, remain valid: maybe Wander killed Mono himself, and his quest to resurrect her isn't one of selfishness, or even love, but one of guilt? My point being that Shadow of the Colossus' ending is exceptional not in spite of its vagueness, but because of it. This enables the player to conceive of an ending that best suits her own moral and aesthetic proclivities. I like to think of SotC as an anti-hero narrative, one which questions the usual role of the player as a doer of good. But the alternative reading, that Wander is a mistaken, misunderstood but ultimately noble man, is valid, too.

**

Playdead's 2010 puzzle platformer Limbo is even more narratively minimalist than Shadow of the Colossus. The brief synopsis describing a boy looking for his sister makes up the full extent of the game's narrative certainty; everything else one might say about the plot is pure speculation.

The player guides the boy through various landscapes until, a few hours later, the game abruptly ends. The final sequence consists of the boy being flung through what I assume is a pane of glass, before re-entering the forest in which the game began. There he encounters his sister, who, though facing away from him, looks up as if she senses his presence. The credits then roll and the game is over.

Limbo's ending willfully disregards the sense of player entitlement and the expectancy of reward.

I'm aware that Limbo's refusal to explain itself is the source of much frustration among certain players, who like to label the ending as anti-climactic, as if the player is due a set of clear answers. Limbo's ending willfully disregards this sense of player entitlement and the expectancy of reward. This is just one of the many ways that Limbo expresses a disinterest in the usual narrative structure of videogames: there's no dialogue, no tutorials, no characters as such, no villain and only one potentially endless and cyclic level. The ending is, in itself, the game's final puzzle, just as minimalist, brief and beautiful as any of the other obstacles the player encounters.

Thus any satisfaction the player derives from Limbo's ending is entirely dependent on his or her willingness to creatively engage with the limited material available. My particular reading is that the boy is himself dead, but since arriving in limbo he has forgotten his own death. The ending, with the boy breaching a pane of glass, serves to violently remind him of his death. Now, having accepted his fate and his place in limbo, he's able to see his sister (who's alive) tending his grave. The way in which she gently lifts her head implies that she can feel his presence in some way. Maybe he's a ghost? This ending suggests a kind of loneliness that's reflected in the game's overall aesthetic: the minimal use of music, the black-and-white palette, the absence of dialogue, etc.

**

Of course, there are many other highly successful types of game ending. Not every great ending has to be unresolved, or even unpredictable. Everybody knew how Halo: Reach was going to end. What intrigued players about Reach wasn't what was going to happen, but how it was going to be executed. Six's last stand was interesting not because it was unexpected, but because it was ingeniously well designed: moving despite its obviousness.

**

The future will doubtless see even more creative handling of endings, as developers are increasingly faced with a major dilemma: game plots and characters are being examined with more and more scrutiny, but developers want us to keep playing and playing and playing their games, so where does this leave us in terms of closure, resolution and narrative coherency?

Many thanks for reading. I'd love to know what kinds of game endings you enjoy the most, and what kinds disappoint you.

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377 comments
Therimight
Therimight

Both ways of ending a story (with ambiguity or certainty) are, in my opinion, perfectly valid. I have enjoyed both kinds equally, the definite best exemplified by Halo:Reach. The major marketing phrase was "From the beginning, you know the end", which immediately places in stark contrast the glorious victory of the first trilogy in which the Chief prevails, no matter the cost, and a sense of impending doom which is bearing down on the player from the onset of the game. So in that regard the definite ending, as stated in the article, can be done well and can stay with you. Six's last stand is pretty epic, you know its coming a mile off, but the question of "how" remains until after the game has finished.

On the other hand we have ambiguity, where my experience in gaming is limited but my experience in literature is far more extensive. Ambiguity is what makes a story interesting. Adding ambiguity shows that the developer/writer trusts the audience. The impact of it is, for lack of a better word, ambiguous, and as such takes courage on the part of the developer and the publisher, which is why it is more rare in western AAA titles. In the west, especially the United States we are used to secure endings: rare is the ambiguous ending that successfully captures the imagination of the general public. Inception comes to mind. The reason, I think, that vague endings are more rare is because the hero(s) ride off into the sunset, or go down in a blaze of glory. Personally I would love to see more ambiguity, though I admit I generally don't play games for their intellectual stimulation, but I think that this is essential for the industry to move forward towards calling itself "art". One of the best ways that ambiguity could be placed in games that could never work in another medium is what we saw in Dead Space 3, co-op. Give one player hallucinations that the other(s) do not see, or have a mystical character give each of them a unique message (think The Lady Galadriel in "Fellowship"). In terms of narrative in videogames, I think that co-op is the next great thing. Just look at what Bungie is doing with Destiny (from what I understand with the given information) and what Journey did.

hellrazorangel
hellrazorangel

agree with Shadow of the Colossus.... although when I first played it years ago I couldn't say the same, I was a bit disappointed at first....... now i think its great. 

Powerwalk
Powerwalk like.author.displayName like.author.displayName 2 Like

The ending for pong made me cry

Uloset
Uloset like.author.displayName 1 Like

Agreed, stories that leave just the right amount to imagination are much more memorable... at least for me.  The same goes for movies as well IE: I always loved the mystery behind the Space Jockey in Alien or even the mystery of what happened before and after the original Star Wars triliogy (4,5,6). The reality is when you try to answer questions that were left to ambiguity you'll never satisfy a large portion of the original fan base since they have formulated there own personal answer and no matter how good the spin off/sequel is it can't live up to someones imagination. 

Evil_Saluki
Evil_Saluki

Dragons Dogma full ending stayed with me, it's one of those endings which you can't decide if to be happy or sad with. Impossible to go into detail without major spoilers so I won't, but it made me aware how attached I became to my voiceless character by the end of it.

It shows you can have a haunting ending that still has plenty of closure


rhenom
rhenom

Despite having beaten FFVII multiple times I must have missed the detail that Holy is judging mankind and potentially wiping them out. Go figure.

TC_Squared
TC_Squared

All I have to say in response to this article is, "And like that [poof] he's gone."

Vambran
Vambran

Non endings tend to tick me off. I want closure not a mind freak.

Wej_accept_it
Wej_accept_it like.author.displayName like.author.displayName 2 Like

Too many games in this generation are taking the way of an "open and non-conforming ending" to as an easy way out of any decent story telling, or they've been done so to ensure future sequels.
Dead Space 3 is a great example, while the single greatest ending I've ever seen in any game is that of MGS4; it leaves the player with plenty to ponder over but it also ties up literally every loose end in the expansive, epic series and it does so in a compelling, emotional and at times even beautiful way.
Games shouldn't be so lazy as to put in an "open" ending just because it can be a challenge to provide satisfying closure.

grove12345
grove12345 like.author.displayName 1 Like

@Wej_accept_it  I kind of agree. It borders on the line of lazy and efficient. Open ended endings, or unfulfilled endings often leave a memorable imprint in our memories. Some players may see this as artistic or something. But truth is,  a great writer can wrap everything up and tell a complete ending and it will still be a fond memory

LikeAWass
LikeAWass

OK this is just my opinion (bracing for backlash) but I didn't enjoy LIMBO's ending. The game wasn't particularly challenging or enjoyable just for the sake of gameplay but what kept me enthralled  was the quest for answers as to what the hell was going on. I remember really wanting to know why the other humans were scared of me and was disappointed by the lack of an answer. Don't get me wrong, really enjoyable game, but the ending left me feeling a bit hollow.

epicgameresearc
epicgameresearc like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName 7 Like

After commenting, I thought of one thing...  I obviously enjoy ambiguous endings, but only when the entire game has a theme of ambiguity (ie ICO, SoTC, DEMON'S SOULS, DARK SOULS, etc.).  When the game is told in a straightforward manner but the ending is ambiguous, I rage.  It's cheap storytelling and leaves me almost with the feeling of a movie that tries to be "clever" at the end simply in order to hint toward a sequel.  Cheap. 

wdstrick31487
wdstrick31487

100% agree about appreciating an ending open to interpretation. and  id agreed with epicgameresearc except i felt that demon's souls had a better ending in that regard: you flirt with the idea the whole game, but when it comes down to it - you must choose by siding with the demon or letting the maiden banish it: did you come to boletaria for power or justice


Digital_DJ_00
Digital_DJ_00 like.author.displayName like.author.displayName 2 Like

It wasn't Holy that saved the human race in FFVII, it was the Lifestream. He got that segment of the article wrong.

gun_blade25
gun_blade25

I always thought it was a combo of the two. Holy held back meteor and gave the life stream time to counter it,. But that game was all about interpretation.

epicgameresearc
epicgameresearc like.author.displayName 1 Like

It's impossible to have an article like this without mentioning DARK SOULS.  I've never played a game with so much story under the surface -- story which is often related simply by item descriptions or by unreliable narrators with their own selfish motives.    And ultimately DARK SOULS leaves you with two choices that seem almost equally "dark."  I've never played a game which has such a deep philosophy regarding life/humanity and a story so tragically told.  Reminded me almost of a fantasy Dostoyevsky.

ryogapower
ryogapower

@epicgameresearc indeed! deciphering the lore is even more challenging than the game itself, much like the gameplay, its all the more rewarding for it!

Keeper_Artemus
Keeper_Artemus like.author.displayName 1 Like

Something that wasn't necessarily addressed in the article is that a game that is "minimalized" - or leaves out a lot of dialogue or narration - doesn't necessarily have to be vague because of it.  Simple stories are often the most powerful ones, and I almost think that they shouldn't be interepreted with outside input.  If you can't understand the simple emotional essence of a story, hypothesizing about it can put stress on the story it wasn't meant to support, to the extent that you sound like a conspiracy theorist when you talk about it.  Minimalized stories are a reminder that there is something else besides words that are being conveyed, appealing directly to our deepest instincts or fears, and there isn't anything vague about that.  (but yeah, a story can be minimal and vague, clearly)

I'm also a little surprised that Red Dead Redemption wasn't mentioned in this article.  It's not like you can mention everything, but *SPOILER* the game's faux-happy ending and conclusion of the story with the son was A-mazing.  It reminded me of some medieval tale where the son has to finish the father's journey with his father's sword (or Star Wars, for that matter).  The game gives you what you want and then takes it away.  Ouch.  But even then it's not over.

forcefactor13
forcefactor13 like.author.displayName 1 Like

@Keeper_Artemus I couldn't agree more. I heard a quote the other day that resonates with your point. Isadora Duncan, the "mother of modern dance", once was asked to explain the meaning of one of her works. She replied, "If I could tell you what it meant, there would be no point in dancing it."

toyo75
toyo75 like.author.displayName 1 Like

I love Shadow of the Colossus. It's one of the best games any gamer will ever play. However, I didn't "enjoy" killing the colossi. It was apparent earlier on that they were merely used as vessels to divide and contain Dormin's powers. The colossi were all innocent victims of Wander's obsession in resurrecting his woman.

The game didn't even present Wander as fully remorseful when his loyal steed Agro fell from the cliff. Wander is the villain. 

carolino
carolino

@toyo75 wouldn´t you kill some innocents animals to save you innocent girlfriend or daughter ?

this game is not about good vs bad its about the good that we can relate to. Its a really fresh aproach

when Agro fell the hero shown soffering in the vid.

toyo75
toyo75 like.author.displayName 1 Like

@carolino @toyo75 

In the video game. Wander was aware that what he was doing was wrong and forbidden, that his actions will release a destructive being into their land. The person resurrected at the cost of the safety of a lot of people would most likely be resentful at being resurrected at all out of guilt. 

carolino
carolino

@toyo75 i liked both comments one cause its more on my line of thinking and the other cause valid opinions are alwais wellcome

peace

toyo75
toyo75 like.author.displayName like.author.displayName 2 Like

@LatinproX @toyo75 

Please don't attack me for voicing out my opinions by calling me a hypocrite simply because you do not agree with my statements. I was merely replying to a previous comment made in response to mine. I was not even attacking the previous commenter's statements. If  I disagreed with somebody else's opinion I do not go on calling them as hypocrites.  I try to keep an open mind.

Hypocrite is spelled with an I instead of an A by the way.

LatinproX
LatinproX like.author.displayName 1 Like

@toyo75 don`t be a hypocrate. you would do the same thing to bring ba?? your beloved at the expense of legions of other people you care nothing about. It`s the inevitable outcome of human nature. 

Barazon
Barazon

I view a non-ending as a cop-out.  Instead of taking the chance of offending some customers with an ending that they don't agree with, they make no ending at all.

Uber-G
Uber-G like.author.displayName 1 Like

@Barazon I really should keep track of how often I see the word "cop-out" used to describe endings; it's become such a cliche that endlessly echoes within the vast, electronic scope of the internet. Often times, people who advocate "cop-out" claims are stuck in a deconstruction mindset because of tensions existing between narrative execution and their personal views of narrative fidelity. You'll notice, however, that this article doesn't approach endings through deconstruction, but rather through construction; it recommends indulging in all the interpretive room that an ending offers, even that of a "non-ending." Perceived narrative fidelity is an audience-side artifice, and if you get too caught up in it, it may constrict all of that interpretive room that you should otherwise be enjoying. 

I guess what I'm saying is this: in certain cases, you may be right, but before you go labeling an entire approach to storytelling as a "cop-out," do some thinking, some analyzing, and some discussing; you might just find some new interest in that empty ending. Players who refrain from extracting a full, subjective satisfaction from a game are the only ones "copping-out," and in the end, they're only selling themselves short.

grove12345
grove12345

@Uber-G @Barazon i think 8/10 it is a copout. Its a cheap and effective way to have an ending. I enjoy them but a real good writer can make a complete ending and please his audience

carolino
carolino

Never played FF7 cause im "waiting" for HD 

but i have a question about pros and cons of hd:

you think FF7 "pixel art" ( if you can call it that) would be lost in hd remake ?

Kryptonbornson
Kryptonbornson

@carolino I thought the game was ugly at launch. The CD era was a whole different kind of look than the 16-bit era.

poopinpat
poopinpat like.author.displayName 1 Like

@carolino If they made the environments more detailed and went the full nine yards it would be awesome.  The pc version added a few higher res models which really stood out and in the end detracted from the overall visuals (I ended up buying the original ps1 game on my vita instead).

It's got to be all or nothing if they do an HD remake. 

JimmeyBurrows
JimmeyBurrows like.author.displayName 1 Like

I like most open endings, but FFVII's ending is one that strikes me as being slightly half arsed... Seemed like they had a time limit and just wanted to get it all over with... characters get the generic "lucky escape" and then proceed to a Q&A like a news program, questions like "what about the meteor", "will holy happen in time" and "what's happening to Midgar" each with a quick pan of the camera to see it happen, followed by a "the world is saved, but what will we do now without Mako" sorry folks we're out of time, here's the credits.

meatz666
meatz666 like.author.displayName 1 Like

Funny... Sometimes I love "let you decide" endings, like Life of Pi, but sometimes I really crave for a resolution.

I read a psychology paper during college that cartoons and games directed to kids should always have a very defined resolution. It was during the first big Anime boom in the Occident (with Dragon Ball and Saint Seyia), and it proved that kids watching these animes, which take good hundreds episodes to show a complete resolution (or sometimes they even don't, so they leave the cliffhanger for the next season), were more prone to anxiety problems. The open-ended episodes like ninja turtles, for example, left kids satisfied, with closure sentiment.

Maybe, while growing up, if we were presented more with vague or ambiguous endings, we would appreciate books, movies and games that follows the same trend.

I'm the worst person to talk about this, because the journey is the real joy for me, regarding playing games. When it ends, I normally don't focus too much on the ending of the story, but I remember the parts where it was pretty hard, but I manage to conquer using wits, strategy or reflexes.

Great article, Tomcat. Always glad to read clever stuff from the community. Keep'em coming! 

mindfreak4563
mindfreak4563

the ending of super hexagon was also emotional.

mr_azim
mr_azim

Meh.

mr_azim
mr_azim

wondering why he didn't bring up FF and the Lightning series and the infamous "to be continued" garbage "ending".

djb1203
djb1203 like.author.displayName 1 Like

if i pay 30 quid (or more)  for a game and play it for 50 to 100 hours then i want a proper ending lol.   i dont mind open world games where i can continue on after the ending. but at some point i want closure on the narrative ive dedicated a considerable amount of time to.    leaving stuff unresolved just feels like they didnt know how to end it so gave up. 

Grayborders
Grayborders like.author.displayName 1 Like

FF7 have a prefectly closed ending... wtf? you see that after 500y Midgar the nautre exploiting attrocity is overtaken by nature, end of. how is it not closed and obivous?

Dakey87
Dakey87

@Grayborders i agree with u FF7 was close ended for me to obviously holy did it's job red XIII is still alive then 500 years later he tells his kids how him and his friends saved the world the end whats ambiguous about that 

madjack1812
madjack1812 like.author.displayName like.author.displayName like.author.displayName 3 Like

While I agree ambiguity can be great in the right situation, there are several thousand Mass Effect fans that might disagree.  I guess it depends on the wider themes of the game as to whether a vague ending is appropriate.

Kryptonbornson
Kryptonbornson

@madjack1812 I pretty much think all people hate the Mass Effect ending. The only people that accept it are game journos and people trying to be different, claiming they are not "whiny" and "entitled."

solidus2_1
solidus2_1

@Kryptonbornson @madjack1812  I neither liked it or hated it I was just like "........." for one or two weeks, but when the extended cut came out I was satisfied. call me what you will

Kryptonbornson
Kryptonbornson

@solidus2_1 I call people that except that ending easy to please. You wouldn't except that crap from a movie. I know most games have brief and unsatisfying endings, but you shouldn't except one that actually takes away from the game and goes against it's own lore.

Falru
Falru like.author.displayName like.author.displayName 2 Like

@madjack1812 The ending of ME really wasn't all that vague: The relays blew up, thus fucking the entire galactic civilization (if it has any respect for it's own lore, anyway, which I wouldn't be surprised if it doesn't.)

I understood the ending just fine, especially how bad it was.

JimmeyBurrows
JimmeyBurrows

@Falru An open ending would have been good in ME... Or at least having the 3 decisions cause some form of difference... As it stands it all ends the same no matter what you chose...

I personally like to think if you destroy them everyone's boned and has to find a new way to survive... If you control them they hang about and basically exterminate anyone who tries to break the peace and Shep slowly becomes like the retarded child god robot thing... And if you mix everyone together, all the reapers are gone and everyone falls into other groups that argue and kill each other starting the whole process over...

But that's just how I like it... Most people would probably spazz out just as badly over any form of ending.

clouduos
clouduos

hhh i just clicked the linked once i saw the ff& pic without reading the title loooool.  when but  when :( only god knows 

stolley88
stolley88 like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName 7 Like

Spec ops the line, is a perfect example of a amazing and different ending, making you question everything you just played

solidus2_1
solidus2_1

@stolley88 I have only one thing to say about the ending to Spec Ops: the Line "TOTAL MIND FUCK"

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