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Week 11: Write the bad ending first

Why ambiguous NPC dialogue functions as navigation, and why a tragic ending can outlast a happy one

10 May 2027

A figure who never states their goal plainly is still giving directions, just not the kind a quest log prints — and a genre built on withheld comfort has little reason to hand back an uncomplicated happy ending at the finish line either. Write the bad ending first, this week’s workshop insists, because a “true” ending that only ever compromises between good and bad hasn’t earned either. The full argument for both is in Weak guidance and the value of a “bad” ending.

The argument

Sekiro sharpens Dark Souls’ ambiguity rather than softening it. None of its four endings — Immortal Severance, Purification, Return, Shura — is uncomplicated good, and Shura in particular reads as close to a worst-case outcome in tone (the protagonist consumed by the same battle-hunger the game spent hours warning against) without the game ever labelling it that way in-fiction. A player has to arrive at “this was the bad one” through inference, the same read this week’s workshop asks students to write toward rather than announce. Dark Souls’ kindled-versus-dark split works the same way from a different angle: kindling a dying flame for one more age of an already exhausted world, or letting it go out and something genuinely unknown begin — neither framed by the game as the reward path.

The failure case is a “true” ending unlocked by a completion checklist rather than earned by understanding: a structure where seeing everything the game has to offer is what the true ending requires, which turns tonal payoff into a scavenger-hunt reward instead of a shift the player’s own grasp of the fiction produces. A true ending earned by information — you finally understand what the flame actually costs, who actually benefits from kindling it — is a different, better kind of “true” than one earned by percentage completed, and it’s the version this course’s own true endings are graded against.

Outline

Into the session

Bring the boss and world you’ve been building since Week 2 — or whatever original setting you’re using for the Final Project. In the session you’ll write three 50-word endings for that world in the same unreliable-testimony voice as your Week 2 item descriptions, none announcing its own category. If a reader can sort your three into good, bad and true without hesitation, the ambiguity hasn’t been earned yet.

Teaching team