That’s All Folks: My Thoughts On Completing Video Game
https://basementmtl.blogspot.com/2014/09/thats-all-folks-my-thoughts-on.html
After
spending the little time I did with Legendof Dungeon last week, I decided it was best to return to, and hopefully
finish with, Breath of Fire: Dragon Quarter. Not that the game is bad, mind you. It’s a
decidedly engaging dungeon crawler with a tempered encounter rate, unique
common foes, challenging bosses, etc. In other words, it’s difficult and
variable enough to warrant my focus and energies.
Psychologically,
deciding to finish any form of entertainment endeavour is always a herculean
task for me. Not that I don’t enjoy finishing games; more, I often negatively
stigmatize my remaining hours with an IP to the point where I no longer enjoy
it. What results are feelings of apathy, apprehension and excitement, all
mangled together into an intolerable anxiety, which plagues me as I mindlessly
approach encounter after encounter leading to the grand finale, and the
eventual ending cinematic—which is often very cathartic.
For
instance, the last three-four hours of Breath of Fire: Dragon Quarter felt
excruciating. Much of the time was spent felling foes far too strong to simply
strong-arm my way to victory. They demanded strategy and foresight which I
didn’t want to devote to defeating them. I became weary to the point of almost
stopping. But I mustered on, and eventually began a gauntlet of 5 near
back-to-back boss encounters.
Upon
finally defeating the last boss, I felt the excitement that comes with being
unshackled from a weighted and dissatisfying obligation. But what is it about
endings that force me to consistently devolve into an irrational fit?
Today was good. Today was fun. Tomorrow is
another one
Much of
this dissonance, I feel, is rooted more deeply in a general disinterest in
finishing with any entertainment medium more generally, including TV shows and
books. As I’ve mentioned before to Adam, I don’t feel that many endings are simply
worth the energy to see through. They often feel inorganic, stiff and
unoriginal.
I tend to
prefer endings which suggest an ongoing existence of the fictional characters
portrayed in a story. For this emotional resonance to exist however, much work
must go into properly establishing a historical past and present, so that a
hypothetical future can be envisioned organically.
Breath of
Fire: Dragon Quarter is not one of these games, sadly. Characterization is
severely lacking, and much of the game’s world is hidden behind an intuitive new game plus feature. What I’m left with on my first
play through is very little emotional payoff, and thus a great deal of
apprehension toward finishing the game in the first place.
Fin
Ultimately,
I’m glad I played Breath of Fire: Dragon Quarter, and would highly recommend it
to most RPG-enthusiasts. My gripes with the late-game are more a general malady
I contract whenever I recognize a game’s ending in sight. More generally, it is
the recognition that something I’ve invested time into will have its value
weighted, calculated and determined. I often find that intellectualizing this
process is a taxing experience. Thankfully, much of the time leading up to this
ending often outweighs its final moments. Thankfully still that I’ve developed
this confusingly psychological manner of thinking. As a consequence, I was actually able to enjoy Mass Effect 3’s
pre-patched ending! How’s that for a Hollywood ending, internet.