After Credits Scene

GoodSelf

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I'm sure you've all seen movies where those who wait until after the credits have rolled, get to watch a bonus scene.
How do you think this would work in RPG Maker Games? Do you the think the player would watch through all the credits to get to this story sequence?

Also, how impactful should it be - should it wrap the game up nicely with rich story, or be a humorus aside about where one character ended up?

Can't wait to hear your thoughts!
 

Demi_Fiend

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The way I see it, wrapping up the game after the credits doesn't make much sense. Forcing the player to sit through the credits just to see crucial story info isn't great from a storytelling perspective. As an avid player of RPGs, I don't usually pay much attention to the credits; that is, if I don't skip them altogether.

In my opinion, the best way to utilize an end credits scene is to build up for a sequel. The Marvel movies do this brilliantly. Why wrap up a story that is already finished, when you can build toward a future one? This leaves the player wanting more; not in a demanding way, but in a curious way. Obviously, if you are not planning on a sequel, going this route is a bit pointless.

A humorous end credits scene could work as well. Giving the player a good chuckle is a nice reward for waiting until the credits stop rolling. This way, the player doesn't actually miss out on anything if they choose to skip it.
 

bgillisp

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Personally, I hate that trend in movies. The movie is OVER. Why keep dragging it on? No, let's not even go there with games, especially as some have credit scenes longer than some movies (see Mighty Number 9). I'm not watching that no matter how good the scene is.
 

Diretooth

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After credits scenes can be good if done well. In NieR, the after credits scene shows that a character who had sacrificed themselves for the main character managed to survive. It doesn't really add anything to the story, but given the nature of the game, is actually a rather nice touch. FFXV has a few scenes during the credits that actually make it worthwhile to view, and FFVI has a cinematic that plays and is modular based on what characters you got during the end of the game. Ultimately, it's up to the game designer if it's worth tacking on something at the end, but for the most part, it shouldn't be vastly important to the story, but as a little bit extra for those who are patient.
Granted, you could also allow them to skip the credits and view the last bit.
 

mara_vertin

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I like those credit or after credit scenes. Like in the old Zelda. After you saved the kingdom you get some short scenes showing how all the people you've met are doing while the credit rolls. I think it's a nice way to support those people whom you are giving credit. Zelda had some summary of your gameplay at the very end, too. And I actually got crazy proud to see that. Played the whole game in one day and without dying? Some people would be concerned, I was just YAY! :kaopride:
 

Rhaeami

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I'm of mixed opinions. On the one hand, credits sequences in general are more or less a holdover from movies that don't really need to be in video games - many in recent years have bucked the trend and just put the credits into a main menu option, or weaved them into gameplay in some clever way. On the other hand, if you DO have credits, then I think it is nice to have something after them just so that you end with some kind of mechanical closure. That is, your last memory of the game is of stuff other than words on a screen. :kaoswt2:

Regarding RPG Maker games in general, I'd tend to think that the credits would often be too short to really obligate a full credits sequence, though I've also fallen back on that trope before. If they're short enough, it might be worth considering having your credits AS a final cutscene. Seeing credits show up on-screen during gameplay action always makes me think "Wow, this is very professionally made!" Even if it is a cheap trick. :kaopride:
 

Reapergurl

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Anyone ever watch Dodgeball: A True Underdog Story to the very end?

I have, and I won't post the video here (crude at best humor), but it's funny af.

The YuRi RMVXA game, Luxaren Allure, also has an elaborate ending and credits screen and a bonus scene afterward, that is worth watching @bgillisp .

No, seriously, post-credits screen scenes are thoroughly underrated, and you can bet your sweet arse that Rift Chronicles will have at least one post-credits scene.
 

HexMozart88

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After movies, no. My legs are asleep, I feel like I'm going to explode from so many snacks -- I just want to go home. With games, I haven't seen it much, but some brief scene that hints at the next game like in Kingdom Hearts is completely blessed to me. I'd stick around. Plus, if the credits look cool enough and have good music, that's a plus.
 

Wavelength

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Quite a bit of diversity in the opinions of good designers in this topic!

I for one love the after-credits scene. It feels like a bonus, a love letter to the player. I'd like it to be something important and satisfying rather than just a humorous little moment - tell the conclusion you need to tell before the credits, but throw in an additional scene after the last name rolls that adds an exclamation point to the ending and makes the player feel good for the characters that he liked.

Also - a bit of a tangent, but I think worth mentioning - I really like when I can continue playing a game (without having to reload a save file from before the final boss/sequence) after the ending and credits roll. Being able to run around the world I just saved, and enjoy postgame grinding or exploration, is like the ultimate post-credit scene!
 

dragoonwys

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I'm one of those people who likes watching through credits just to see if they have something at the end of it. I haven't seen a movie/game (that I seen or played in person anyway) that has a after credit scene that dampened the experience for me.

I agree with wavelength though, tell the ending you -need- to tell before the credits, close the main story there, then throw in an extra scene after the credits. It's like the icing on a cake, 2nd season plot hook or an easter egg throw back to some brick joke that happened way in the beginning of something. Example, quirky fun villain that you tossed off the cliff, cursed that he will be back but you never see them do that? Yeah, they actually did survive because their cape is stuck on a branch, they are still miserable hanging though since they can't go anywhere!
 

BrandedTales

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I understand the premise of after-credits scenes, but I don't really stick it out for them. I end up leaving and then checking out the scene on you-tube later. I'd probably do the same with video games.

That said, I think the slowly evolving trend (and worthwhile), is to have a very short number of credits, then your after credits scene... then roll the rest. Or better still, integrate the credits into a scene (or blooper reel). Then you are keeping your audience through the credit roll, but the audience has something more entertaining to stare at than just a wall of names.
 

bgillisp

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@BrandedTales : What you propose is probably the only way I've ever finished a credits scene.

@Reapergurl : You may say the scene is worth watching, but so far every time someone has said that I've felt like it could have been omitted. Sorry.

Personally, I think we need to be careful with this. Many games already have a 20 - 30 minute credit scene. Why add anything to that when 99.99% of players are just going to exit the game and not even wait to find out? And I feel sorry for anyone who sits through a 2 - 3 hour credit scene (remember, Mighty #9 had an almost 4 hour credit scene! Look it up on youtube if you wish to see it for yourself). No one is going to want to sit through that to see a bonus scene.

I think if someone really insists on doing this, do it in the style of Star Control 2, where the game combined the epilogue and the credits scene (the epilogue ran in one side of the screen, the credits in the other). But, please, for the love of all of our little free time, STOP putting the scene after the credits. Learn when the game is done for goodness sakes, and just call it done.
 

HexMozart88

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The game is done, just adding something a little extra. And there have been times where you can skip through the credits or at least speed them up. The example I was mentioning before, Kingdom Hearts, had a credit scene that was pretty nice. It has scenes from the game, and pretty sick music, so my brother and I wanted to stick around. We would just, you know, go to the kitchen and get a snack, then come back, and the credits would be done, and there would be a really nice scene at the end. Completely worth it. It depends on how long your credits are and how you do them. If they are 4 hours long, then yeah, don't bother. But don't forget we're making indie games here. Our credits aren't going to be that long. So we can probably afford to do more with them than throw a wall of names at the player. Another good example is Chrono Trigger. I liked the credits in that game. So I'd stick around. Another thing to make people stick around is replay value. If they want to keep playing, of course they wouldn't turn off the game.
 

Reapergurl

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@HexMozart88 Like all the FF games remade for the GameBoy Advance. Save, and continue completed game, AFTER the credits.
 

XIIIthHarbinger

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I have to admit I rather dislike the whole "Easter Egg at the end" trend movies have taken to, because I am not interested in sitting through eight to ten minutes of credits to see it. Even if the run time were shortened to a minute or so, it's still an annoying thing to me.

I much prefer everything to do with the story be taken care of, then the credits can play. As even if the epilogue is combined with the credits, it's often just data I don't really care about, cluttering up what I actually want to read & look at.

I honestly can't recall having ever seen the process done in a way that I didn't find that I wished they would have kept the two separate.
 

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