• brsrklf@jlai.lu
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    23 hours ago

    It’s not limited to those two, it’s very common, generally the norm, not having a postgame state when the stakes are too high. You’ve got two choices :

    • let the player come back to it after you beat the big bad, so you have to create new interactions to try and reflect that, and not change the world significantly so all the stuff that’s left to do is still available and makes sense. It often feels like saving the world achieved nothing.

    • show in the ending that the player actually achieved something big, to the point coming back after it would not be the same game, basically.

    How would you explain returning to BotW after killing the source of all shit and still having hostile guardians and blood moons resurrecting monsters?

      • brsrklf@jlai.lu
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        20 hours ago

        He’s not supposed to be still there. He is, but we can’t know that until TotK, and blood moons had stopped until he was reawakened.

        If you just take BotW as a whole, you’ve saved the world.

        I hated how original Xenoblade X (I haven’t finished the switch remake yet, so not sure about it) had a “fake ending” that didn’t solve anything, and didn’t even explain why shit was still going on, just so the game could continue indefinitely.