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Greeting friends and acquaintances. I would like to hear your wisdom. I find people ask the same question in 2018, but world outlooks do change minimal to extreme today. In the game, there is a restriction to kill of main characters because many players feel that leaves a bad taste in their mouths. Some feel betrayed because of their beloved characters died.
[External survey shows Forty-one per cent [of respondents are overwhelmingly in favour of books with a happy ending.] The forum 2018 responds shows any of us prefer happy ending because it is escapism.

"Young people were most likely to prefer books with a sad ending – 8.6% of under 16s. Those aged 41-65, however, a group with more personal experience of sadness, dislike sad endings, with only 1.1% preferring books that end this way."
It is trigger for some people still feel bad about their personal tragic. I guess it is true that art mirrors life.

The problem, is I wonder is how utopia ending and dystopia ending would be too much. What are your measurement and baseline of those ending if it is too painful or it is too artificial sweet? Thank you for understanding. [Formulas, examples, or methods than feeling]
I will narrow the options down as much as possible. I hope it is easy to understand [Just General Picture of what you think].

Bittersweet ending: Some protagonists [preferingly, Deuteragonist] are gone, but some are survived. Evil is gone but at the price of losing people who they care about. Some attend a funeral, but some attend a wedding ceremony.

Happy ending: All of main characters win the day and everything is wonderful like something cleaning a world. Everyone has a hung environment. All heroes and heroines have a wedding.

What level of clarity of endings would you prefer?
Explicit ending: everything up and answers all the questions. Tell what happens to each of the major characters.
Implicit ending: use symbolism instead of showing what happens to major characters and leaves for the player's interpretation.
The twist ending: Signal players about what likely to happen, but quickly switch and bait out from player's expectation. Now a game designer is explained new revelation. If this is done poorly, players will feel cheated.
Tie-back ending: This ending ties the end of the story back to clues planted in the beginning. I think it is like a reverse time like to the moon. Traveling into the memories games.
Unresolved ending: The player is left to ponder the outcome. I believe the mystery detective games use a lot. The major crime is not solved, but minor crime is solved. I think Sherlock Holmes: The Devil's Daughter
Long view ending: what happens to the characters a significant timeframe into the future. Timeshift, ends telling who married whom, who had kids, and the protagonist becomes older somehow.

Thank you for your time. Please inform me if something is unclear.

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