>>902975
>Especially here on /v/, where you ought to have witnessed complaints for nigh two decades how anons hate being forced into whatever the dev considers the "good" ending by making choices they disagree with lead to bad endings regardless of whether it makes sense.
Anons can and will complain about anything and everything, and often have. Find something that exists, and I can find you an anon who hates it and another anon who loves it, regardless of how good or bad it actually is.
If they want to make their own endings, they should either A. mod the thing, or B. make their own games.
The dev told the story the way they wanted to.
Now, that doesn't mean that the story endings are beyond criticism or anything, it could be (and often is) shit writing, or a shit message, but its still the message that the developer intended to convey with the story (unless they told it spectacularly badly or something and the player ends up missing the point of it)
But that just means you had a developer with a shitty perspective or viewpoint to begin with, what did you expect?
Retarded developer makes shit product with a bad message, who could've predicted.
Unless you expected a game with absolute freedom (The closest you get are sandbox/sim games, which, again, are more just you doing whatever you want, that's pretty much devoid of a message and the "story" is made by your own experiences)
>Again, how does letting the player decide what they think is good, instead of telling the player what you think is good, so bad?
Because then the story doesn't have a point.
Its just you making choices that you like, and that's it.
You might as well hook yourself up to an endorphin machine, it would take less steps.
>propaganda
By that logic, any story that aims to convey what the author thinks is propaganda. Obviously the author of a story with a point aims to convey what he thinks.
Do you not believe anyone else besides you has anything valuable to convey with a story? If so, why bother listening to anyone else's perspectives at all?
If you got to choose whatever you wanted in someone's story, its no longer their story, and their message is gone. (in some cases though, that might be a good thing if they were a shit writer or had a shit message).
>What about the journey? The ride?
That's fine, but the ending is what ties it all together.
A journey/ride without an end is a journey without a point. And a journey that only has endings that are "equal" (despite some contradicting each other) just means whatever points it has are totally arbitrary or totally up to personal preference.
People can talk about the interesting princesses and that's totally fine, but if that's all they got out of it, then the story doesn't really matter, does it?
>But you're still retarded for seeing this as the only decent way to make a game with multiple endings.
No, its fine if the game doesn't intend to convey a conclusive meaning with the story.
Things like a lot of romance VNs/dating sims with multiple routes+endings are often just personal preference between the girls.
But if you're trying to convey a conclusive point with your story, then yes, its bad to only have multiple,"equally valid" (yet contradicting) endings.