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endless/ending

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by Zerothis
# 5 months and 20 days ago (updated 5 months and 16 days ago)
Every game could have an endless xor ending tag. This necessitates defined limits as the exactly why these tags should be applied or not. Example: Atari 2600 games rarely have an ending. So rather then tag most of them "endless", we should only tag some of them "ending". NES games are rarely indefinitely playable. So rather then tag most of them "ending", we should only tag some of them "endless". The arcade platform kind of necessitates separate cut of dates for each tag, with an overlapping time frame in which there was no clear majority of one or the other. But before we (I) go tagging many games with these. Does any body have a better suggestion.

Is a "Denouement/Ending" flag a good alternative?
by teran01
# 5 months and 20 days ago
Very dangerous tags if you ask me. Much too broad for my liking, even if you define time frames. If the majority thinks that its necessary to have information about the ending I would rather see it as an option in the edit game form.

Similar tags I don't like very much, but expect to see them some day pop up would be "hiscore" / "nohiscore" or "intro" / "nointro" (hope nobody takes this for an invitation to create these tags now ^^ )
by Sanguine
# 5 months and 20 days ago
Endless likely shouldn't be used with MMOs and other multiplayer only games. The only ending is when your character no longer can become better (reaching the level cap and having the "best" eq)

I assume endless shouldn't be used with games which have an ending but allow you to play afterwards, completing side-quests and whatever? Or games which once you defeat them (there's an ending and such) start over at higher difficulty level (I think Blizzard's Diablo games did this). These are kind-of fringe cases.

"intro" / "nointro"

Practically covered by the presentation rating (I still think it should be called intro :p).
by Zerothis
# 5 months and 20 days ago
I think the most important point is denouement (oops, I've been spelling it wrong). If your MMO character can permanently die, and this death is expected as part of the story and unavoidable, and an _expected_ resolution to conflict can still be achieved, (as apposed to a 'game over, you lose, now Foozle with conquer the world because you up and got yourself killed, unless youplay again till you 'win'') , and there is some narrative (text, audio, visual, or situational) to resolve things, then it would not exaclt be "endless".
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