Has getting the BAD ENDING ever made you stop playing?

Back when I played Persona 4 Golden for the first time, I navigated a particular conversation poorly, and got one of the game’s possible bad endings. For some reason, it just took the wind out of my sails, and I walked away from the game for a couple months before picking it up again…and even then, it was mainly because people whom I trust talked about the game and its ending highly enough. If not for that, I might have never gone back to see the true ending, despite finding the combat/characters/story enjoyable.

Has this ever happened to you? Does getting the bad end impact your motivation to continue playing?


It’s also a Persona game for me, in this case it was the first one. A few wrong questions can lead you to miss out on the last quarter of the game. Considering the questions are pretty far out, this means you are locked out of the good ending unless you’re willing to rewind for 10-15 hours. I didn’t have it in me to replay the whole thing even though I loved it. I played the other scenario instead.

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I picked one of the “bad” endings of GTA V and didn’t really want to go back to get the “real” (Deathwish) ending. I only did it because my roommates mocked me at the time for making the wrong choice.

“Deathwish” was such a poor way to label the final choice. It made it seem like Franklin was going to be putting ONLY himself in a dangerous situation to save Micheal and Trevor. I still contend killing Trevor totally made sense for Franklin as a character. His loyalty was only to Micheal and he values his own life more than Trevor’s.


I mean…when I get to AN ending I’m done playing anyway I guess?


So quick primer on how Shin Megami Tensei: Devil Survivor works cause I know not everyone played it: Demons are attacking in a quarantined area you are stuck in. You have the ability to fight the demons, but there is a time mechanic where each fight/event you participate in passes time, which means you have to prioritize between multiple events on who you help fight the demons, who you meet up with, and what areas of the area you investigate (ex. for a way out or to find out where the demons are coming from).

The game, however, makes it so that it’s impossible to save everyone on a single playthrough. Characters that you get to know will die and you just have to accept that if you save Person A at 12, you’re going to be put in a spot where Person B is going to die at 2. It’s an interesting design choice and I would be on board with it if the game made some other design choices to compliment it. Instead, you as the player get the impression that every time you are put in a position that lead to someone’s death, you fucked up your time management and you failed because you couldn’t save everyone. Especially since the way to progress to endings with any sort of story resolution, you need to prioritize saving the right people and let everyone else die.

It was a frustrating experience and lead me to restarting the game several times, then just giving up completely when I realized that was how the game worked.

@onlywonderboy: I would say that killing Trevor is kinda the good ending anyway, but that’s just me.

@DanLantern: I can understand you feeling that way about the ending (I got it the same time when I first played the game), but it at least makes it so the part is pretty easy to jump back into… other than navigating through a ton of cutscenes again…

No, but I know an instance where it would have. The Witcher 3. I won’t spoil the endings, but the worst one if I’d gotten I probably would have broken down crying after all I went through in that game and the books.

I got to one of the bad endings in Shadow the Hedgehog and said that’s a good enough reason to not play anymore. No regrets.


I mean even after getting what I felt was a perfect ending for that game, I was still pretty wrecked after watching that bad ending on youtube later. I couldn’t imagine getting that ending when I played, especially since the choices that lead to it aren’t obvious.

I can only stomach multi-ending games when they’re short enough (<10 hours) to realistically give the rest of them a go, or there’s a New Game+ feature to avoid a great deal of the grinding or character-building. Anything else? Unless I really REALLY liked the game and plan to play again later down the road I’ll just youtube the other endings.

It just makes me want to give it another go. During one of my first playthroughs in Fallout: New Vegas the final cutscene revealed I forgot to tie up a bunch of loose ends in terms of side quests and I felt terrible about it. Companion missions left unresolved, roving gangs still terrorizing the populace, my favorite band of charitable socialists forced to leave the area, etc. Did another playthrough where I %100 completed everything to my liking and it was maybe the best feeling I’ve had in a game.

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Not quite a bad ending, but I fell deep in love with Transistor’s mechanics/art style and was already planning my new game + as I went through it the first time. The (only) ending made me so upset with the game, especially once I realized there was no other ending to the game, that I just had to drop it and walk away. Even now, I don’t feel like I could ever pick it back up again.

Not a bad ending, but playing through Banner Saga something so awful happened to one of my favorite characters that I literally alt f4’d it, never picked it up again, eventually uninstalled it, and still don’t feel like playing it. Which is a shame because it really is an amazing game.

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I got that bad ending; it was pretty gutting considering it was a near-perfect ending in every other respect. Though as a result I found it extraordinarily powerful - that Geralt could solve the world’s problems, help all his friends, but was never able to overcome his own issues. It told the story of a character who spent so much time trying to help others but never stopped to help himself, who was so used to fixing things for other people that he didn’t know how to help someone who just needed support, rather than to have her problems solved for her. It was tragic, but it said a lot about the human condition and I think I took a lot more away from the game than if I’d have gotten one of the happier outcomes.

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Though I totally get the frustration (I failed to follow the guide I was using the first time I played) you can save all your party members and have all endings available in a single playthrough.

Bad endings used to rarely deter me, but with scarce free time lately, they do mark the end for me more often now. One game like that was Guacamelee, which I thoroughly enjoyed and explored just about every nook and cranny of, but didn’t quite do enough to save the heroine at the end.

No matter, I said. I just need to collect this ONE item missed, right? Well, I look up what I’d have to go through and- NOPE. That kind of platforming hell is sort of beyond me at this point.

I like the idea of multiple endings, but my need to get the best ending can really hurt my enjoyment for a game. I went to play Valkyrie Profile for the first time not so long ago and found out that to get the best ending requires some specific actions. I really wanted to just play through the game and see what happens, but knowing that there is a best ending made me start looking up spoiler-free guides to achieve the best ending. I didn’t get to far into the game, so I might rethink my approach next time I try to play it. For a long RPG, multiple endings can be very frustrating.

When this thread started, no, but since, I had a bad time with the VERY end of Bloodborne, and the rest of this post will be full of spoilers for very late game Bloodborne.

I was just starting attempts on Mergo’s Wet Nurse. I suspected I was missing some bosses I’d go back for, and that this wasn’t the final final boss.

It has some difficult phases/etc. but I was coming back to it cold, several days since last attempt, and not even playing well, and ended up beating it. It just… didn’t do anything it was meant to do. No dark phase, no add. Just simple/basic attacks until it died. It… sucked.

Following that fight, I went to the doll, talked to a guy, and saw some credits. Now New Game+ playthrough is my only option to get back there, have a proper fight with that boss, and/or check for other bosses I missed, and I suspect fight the guy who gave me the credits? I assume? Or find out what the other option does. I got about three bosses in without a death, but just lost steam. I don’t care quite enough to blast through, at least not now.

So… not immediately, or directly, or even a game that offers much of a good/bad as far as I know. Probably still something I’ll get through again eventually.

Huh, I was thinking about Transistor too – but for the diametrically opposite reason. I don’t usually care about NG+, but the moment I hit the end of Transistor, I was like “WHAT. NO. LET ME TRY THAT AGAIN” and immediately started NG+.

(Of course, I then found out that there is, as you mention, no other ending.)

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See, I went online first thing to check if there were multiple endings.
The fact that I’ve never seen the weirdness of that game’s ending called out still bothers me. A sizeable chunk of my own aesthetic theory was built in opposition to that ending.

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Oh, huh, really? I actually came across quite a lot of discussion of the ending when I went ferreting for reviews and analysis afterwards – the cross-section that I found was rather more skewed toward defense of the ending, but in a defense one tends to bring up at least one specific criticism, if only to argue against it.