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Tiny Diggers – An iPad Construction Truck Game for Kids Age 2-5

February 20, 2012 – 12:39 pm | 3 Comments

Tiny Diggers has just been released on the iPad and soon the Mac computer. Here’s the details on this fun, educational game from TouchTilt Games.
Tiny Diggers Delivers Learning With Construction Trucks For Kids on the …

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Home » Aeropaused, Industry, Retro, Wii Virtual Console

How do we feel about multiple endings?

Submitted by on December 15, 2006 – 3:09 pm2 Comments

branches.jpgAlong with randomly generated play areas, unlockable playable characters and unlockable difficulty levels, alternate endings are a means by which developers can create more replay value in a video game with only a moderate increase in cost. There are a number of great examples of multiple endings, but the biggest example I know of is Chrono Trigger for SNES (later ported to PS1, and likely to appear on the Wii Virtual Console before too long) which had something like a dozen distinct endings, not all of which were clearly “good” or “bad” endings.

A branching storyline (now the image makes sense, ya get it? haw haw) creates depth in a story and, ideally, takes a great game that you loved playing and gives you a reason to play it again. But if a game has different endings with different outcomes and the choices you make in the very beginning of the game make big changes in the storyline later on, you can find yourself, after beating an exhausting game, wondering if you really want to go through all that again, taking the chance that you’ll miss that one decision.

In Chrono Trigger, there was a section in the beginning of the game where your actions over a sequence of events had dramatic effect later on when you find yourself on trial for something you didn’t do, and witnesses to the events at the beginning of the game will testify before or against you. In this particular case, the verdict doesn’t matter because of a particular corrupt official who locks you up regardless, but it really felt like a very interesting experiment at the time.

Another example is Dragon Quest III, originally on NES and later released on Game Boy Color, which is where I played it. At the beginning of the game you’re confronted with a dreamlike quandary where your actions define your character’s traits at the start of the true game. Unfortunately, simplistic localization makes it unclear what you’re doing even while you’re doing it (ie, if I walk out the door am I going to join the army or am I running away?) so the lesson there is that the choices you make in a game with choices must be clear and straightforward.

Here’s the part where I ask what you think: would you prefer a game to have multiple, branching storylines, or one more complex path so that everything can been seen on a single playthrough? Here’s what I think: Legend of Zelda: the Wind Waker was a great game, but when I found out it would take multiple runs through the game to collect all the statues for a museum, I immediately dismissed the idea. So there’s my vote against multiple runs for collection quests. But what about for drastically different endings?

I’d tell you what brought this on but I promised myself I wouldn’t mention Castlevania in this post… Oh, d’oh!

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  • John H.

    The thing about Chrono Trigger’s “endings” is that almost all of them were only available in a “New Game +”, so, since the player must already have played through to the “real” conclusion the first time, the other endings are by and large not “real.” That’s not to say they aren’t entertaining (many of them are), but that they don’t really fit what you’re talking about.

    Also, it IS possible, if you’re careful, to complete the Nintendo museum in Wind Waker on one play, but you have to be really careful not to miss any of the limited-opportunity pictures. And you don’t get to keep going until you get everything: you only get the option to play through again with prior museum data after the first win on a game file.

    I think, eventually, that algorithmic content (I hate using that work but it is what fits best), of which randomly-generated areas is a type, is the way the game industry will go, if it is implemented well it won’t be easily distinguishable from hard-coded stuff, and has the potential to make for much more intresting play, although it does take a much higher calibur of game designer to pull it off.

  • Sammael

    Ok Stephen, I’ll say it for you! One of my fav’s of all time was Castlevania SOtN. The game nearly doubled in size when you got to the final fight with the correct item, and there was a whole new sub plot that carried you to the end. Extra bosses, new areas (kind of) that you wouldn’t have even known were there.

    Besides that, there are a few other games that come to mind…

    The Silent Hills : kind of a pain in the ass, you had to play through the whole game over and over again completing certain objectives on the subsequent playthroughs. The only thing that typically changed was the very end.

    Maniac Mansion : I think I played through this for nearly every ending. Using different cominations of characters made you have to figure out how to get through the game using different skill sets. You had to figure out what puzzles you could do and which you had to find another path for.

    Legacy of Kain – Blood Omen : You beat the last boss, choose an ending. reload. beat last boss, choose other ending. Condemned was the same thing.

    Fear Effect : This game is kind of forgotten at this point, which is too bad. The original on the PSX had some of the craziest puzzles I can remember. They were very difficult, but if you looked at them hard enough, you could figure them out. Anyway, the “real” ending was nearly impossible to achieve, but if you could pull it off it completely contradicted everything you from the “bad” ending you got from playing on a normal difficulty. It was one of the most surprsing endings I can remember.

    That’s all I can think of right now. I feel that games like Maniac Mansion, SotN and Fable should be used as molds of how to pull off a game the right way to get you to endure another playthrough to see another ending. There has to be something to drive you on. The game should play differently in some way. At least you aren’t grinding the same game to death, like trying to squeeze blood from a stone.

    BTW, on a side note – the first DMC took me by surprise when I beat the game and gave Hard mode a shot (I played the import) and found it to be more fun than the first time around… The enemies began doing moves you never saw before, and you fought them in new, more difficult situations.