I think all it takes is a good E3 reaction to make me understand just how much developers want to own those reveal moments, position them perfectly. If you find out 5 hours ahead of time that you have a surprise birthday party waiting for you at home, that’s “really nice”, but probably doesn’t have anywhere near the same impact as if it goes off just as the planners organized.
I’ve also heard of on-paper spoilers that sound really stupid and aggravating how an article describes them, but then playing through the game events that lead into it, I end up respecting the outcome quite a bit more as something that makes sense. This happened for the oft-forgotten Prince of Persia reboot; the one where you have a teleporting lady cohort with you the whole game.
Prince of Persia
The game ends with the lady being locked away in order to seal off the evil that had been plaguing the land. An article lamented how the game’s full ending is to just have the prince undo the locks, reversing all your hard work over the game, and releasing the woman he’d been getting to know all game. The bit they didn’t describe was how the credits had already rolled, signalling it as an ending, and no objective marker actually told you to do as such - it’s just something you can do if you’re left unsatisfied post-credits, making it a decision owned by the player.
I think all it takes is a good E3 reaction to make me understand just how much developers want to own those reveal moments, position them perfectly. If you find out 5 hours ahead of time that you have a surprise birthday party waiting for you at home, that’s “really nice”, but probably doesn’t have anywhere near the same impact as if it goes off just as the planners organized.
I’ve also heard of on-paper spoilers that sound really stupid and aggravating how an article describes them, but then playing through the game events that lead into it, I end up respecting the outcome quite a bit more as something that makes sense. This happened for the oft-forgotten Prince of Persia reboot; the one where you have a teleporting lady cohort with you the whole game.
Prince of Persia
The game ends with the lady being locked away in order to seal off the evil that had been plaguing the land. An article lamented how the game’s full ending is to just have the prince undo the locks, reversing all your hard work over the game, and releasing the woman he’d been getting to know all game. The bit they didn’t describe was how the credits had already rolled, signalling it as an ending, and no objective marker actually told you to do as such - it’s just something you can do if you’re left unsatisfied post-credits, making it a decision owned by the player.