

In the worst situations, you'll get a combination of the above where the game designers put far less effort than they should into the later parts while the writers and artists put in a great deal of work into the same areas, and the designers are obliged to have the player go through long, uneventful levels so such work doesn't go to waste, resulting in Ending Fatigue as the player is forced to make their way through levels that were completed in some aspects but not others.Īs with Cosmic Deadline, the reason for this disappointing last levels is partially because developers know full well that reviewers often won't be able to play the full game, and even normal players often won't finish it.

When it works, it's not an example of this trope, but it fails hard when it doesn't. This was even more prevalent in the days of Shareware: when the first third of your game was going to advertise the rest, suddenly you were incentivized to put all the good levels in that part.Ī lot of the time, this also stems from a desire to make the ending very dramatic and different from the rest of the game, in order to make the emotional impact stronger. Another possibility is if one of the designers andor writers Died During Production without sorting out the ending out ahead of time. Even if individual developers don't want to be a part of this problem, Executive Meddling will often enforce this trope, especially if the game is Christmas Rushed and the ending is the first thing that's sacrificed.

This initiates an obvious vicious cycle of players who would otherwise finish being put off by terrible ending levels, with the expectation that no really great gameplay surprises (with positive impact) will happen after the first half or so of a game is completed. Even some professional reviewers admit they don't play enough of the game and many reviews are based off of the early-mid parts of the game. Many developers have admitted to paying far less attention to their climaxes than they probably should, as most players don't get that far.
