My point is: Sometimes endings that work really well in linear, focused stories work really, REALLY badly in open ended, open world videogames
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Do any of them not?
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You’ve got my vote!
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Truly a unity platform
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I'd like to make a counter that they not have so much empty space inbetween. My example: Gothic
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make it a retroactive law, so I can finally keep playing New Vegas after the battle of Hoover Dam, and you've got my vote.
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Nobody tell him
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that's one of my biggest pet peaves. After you beat the final boss, you're transported back in time to right before you fought the final boss. Looking at Breath of the Wild here most recently...
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Watchdogs 2 and Fallen Order suffer from this badly... Like okay so I don't get to see the ramifications of my actions and the game kinda continues as if the tension leading up weren't high and now everything is chill
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