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Geez calm down...
Geez bring something to the table...
You are right, if I had that be the end of my first playthrough then I would be completely ticked off. But for someone who already beat the game it would be interesting to know that you could've just said, "No."
If you notice the first thing you do upon arrival is rappel down and after that there's no way to turn back, only after you reach the end of your first playthrough and see what happens all the way through, is when you realize that "stopping the game" was the "best ending"
The thing is, creating content costs money. In a game with such a high concept, regardless for if it actually achieves its goals, you dont want something to seem lazy. In order to not have the "No" option seem lazy, you have to invest hard cash. Question is, does the investment pay off?
Maybe they could have looped the ending of the game directly to the beginning of the second playthrough so that you find yourself standing on the outskirts of dubai again, this time, with additional monologue of your avatar whatshisname (forgot X)) going along the lines of "i could have just turned around, why didnt i", giving you the option to go towards dubai and get caught in the cycle again or leave and get thrown to the title screen. I'd only go with the "NO" choice in form of an additional epilog. You are meant to walk the walk and only know better after the fact.
In general, i like the idea conceptually, i just don't think the game is build in a way to support it properly.
Well part of it can be blamed in that the publisher forced a multiplayer element to the game, who knows how different things would have been for the singleplayer if the multiplayer hadn't infected it
Yeah, I can see how that'd be true. I thought it was a cool idea, but you bring up a good point by saying that the game's overall feel and story don't support it very well.
Not really saying "no" but just turning around and walking in what would seem like an infinite desert or something that would trigger a "You're leaving" animation. I'm pretty sure no one would get this as a first experience, but it would improve the 2nd playthrough for those who prefer that option.
Kinda off-topic but I've always wondered why, mostly in older (NES/SNES) RPGs, you were often asked at the beginning of the game "Are you the hero? / Do you want to save our village? / Are you up for the challenge?" and you could always answer no but it never did anything. Would've been nice to have some kind of ending there. "Oh okay, we'll find someone else" and you see a short cutscene of your guy in normal clothes just walking in the town carrying water or something. I mean, why ask the question if it doesn't impact anything?
And that's kinda why I would've loved that option in Spec Ops. Why hint that the best ending would've been to just quit when the game doesn't facilitate that ending in any way (you can close the game, sure, but it's "paused" waiting for your return, there's no real conclusion).
Not bad at all. As you said, it would only create an odd situation for new players, where they don't fully grasp what is happening. It is not saying "congratulations! you beat the game!". But for someone who beat it, that scene would have a whole new layer of meaning. I kinda like it, really. However, it wouldnt make sense, the way the game is set up at the start. The logic of the scenario would be, that they come to investigate, stand on the outskirts of dubai without even meeting the first group of locals and turn around. Why? Neither did they gather any information nor did they do anything. Unless you embrace it, that the events in the game are not real while you play them and Walker realizes it, and finally breaks out of the cycle.
That might work *shurg* :)
That retro argument... so good. Never made sense before, indeed. In Spec Ops it would have purpose, even if not immediatly evident.
Most new players would just think this is a fake-out ending and likely reload their save. Lots of games have done something like this (Pit Boss trophy in Portal 2, You Chose... Poorly trophy in Saints Row 4, etc) - but here it would actually mean something.