1PahviThu 29th May 2014 If you haven't played Stanley Parable, you might have trouble understanding my point. If you have played Stanley Parable, this post is heavily based on what the "countdown" ending made me think. Today, I played Golden Sun (GBA, Wii U Virtual Console). At the start of the game, I'm asked questions several yes/no questions. Most choices don't matter - at least not at the start. But then, when it's blatantly obvious that saying "yes" is a very very bad idea, I can answer "no" as many times as I want, but can't continue until I say "yes". I'm starting to think Space Quest might've been right with the instant deaths. Well, only partially correct. How often has the player been able to make a mistake and then keep going on until they fail in their mission, whatever it was? I'm thinking of leaving home in Hitchhiker's Guide to the Galaxy and something I hear to have been in Space Quest 4. In HGttG you could've missed picking up an item from the home right before Earth was demolished, and only several hours later would you come to a situation where you couldn't continue without that one item. (Or so I've heard - I've never played the game myself.) Or, in SQ4, picking an item that cannot be dropped without killing yourself and the player can't progress past a certain point with it either. Again - this is only hearsay. An ending is an ending, even if it's essentially "Game Over, you failed and the world was destroyed". Contra Hardcorps on Genesis had a few different endings, including what I understood to be "bad". See http://en.wikipedia.org/wiki/Contra:_Hard_Corps#Plot How much should game storylines allow for "bad" endings to happen? Would it be okay to forget to do one thing at the start of the game, which results in the endgame being about saving those who can still be saved (eventually to no avail) or about leading an assault on the enemy stronghold? "The review score of 6 becomes a 9 when looked at another angle. And vice versa." -me?