Professional Documents
Culture Documents
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2 FLORIAN COVA AND AMANDA GARCIA
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8 The Puzzle of Multiple Endings
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17 abstract
18 Why is it that most fictions present one and only one ending, rather than multiple ones? Fictions presenting multiple endings
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19 are possible, because a few exist; but they are very rare, and this calls for an explanation. We argue that such an explanation is
20 likely to shed light on our engagement with fictions, for fictions having one and only one ending seem to be ubiquitous. After
dismissing the most obvious explanations for this phenomenon, we compare the scarcity of multiple endings in traditional
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kinds of fiction to their profusion in the case of interactive fictions. This contrast poses a challenge to accounts of our
22 engagement with fictions in terms of games of make-believe. We conclude that solving this puzzle is likely to improve our
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philosophical understanding of fictions.
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27 i. obvious, easy way to answer or dissolve the prob-
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into question. In the past twenty years, philosoph- the task of explaining this problematic feature of
32 ical understanding of fiction has greatly benefited fictions. In the end, we hope that asking this ques-
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from philosophers’ ability to reveal what was puz- tion will allow for a better understanding of the
34 zling and problematic in what seemed rather brute way we engage with fictions and of the nature of
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37 doxes: the paradox of fiction, obviously, but also why do fictions tend to have one and only one
38 the paradox of tragedy, the paradox of horror, ending?
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14 will not be much of a relief to learn that, in an Mercure. Thus, fictions presenting multiple end-
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15 alternate ending that was not retained, he or she ings are possible, for a few actually exist—and
16 survived to live happily ever after (this might they can be found in traditional forms of fictions
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17 even make things worse, by stressing what might and not only in interactive fictions, such as video
18 have happened in the fiction but never did). games. This is an important thing to note, as we
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19 Playing a role in the enjoyment we experience shall see. However, we must recognize that such
20 around the fiction is not enough to be part of the cases are very rare and are the exceptions that
21 fiction itself either. For instance, fan fiction, and prove the rule: as we pointed out earlier, we nor-
22 the alternative endings it proposes to some of our mally expect a traditional fiction to present one
23 most favored stories, cannot compete with the and only one ending.
24 official endings of these stories.3 No matter how
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But if fictions presenting multiple endings are
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25 big their efforts, fans cannot save their heroes possible, then there seems to be no necessity to
26 simply by writing different endings. Neither can the fact that most fictions actually present one
27 they determine the ending of an open-ended and only one ending. This seems to be a contingent
28 story by writing their preferred resolution. So the fact, waiting for an explanation. Thus, let us repeat
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29 abundance of fan fictions is perfectly compatible our question: why is it that most fictions present
30 with the claim that multiple endings are rare.4 one and only one ending?
31 More complex are cases of novels or films that, Now, one might wonder whether this question
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32 due to certain historical contingencies, exist in dif- is really relevant for our philosophical under-
33 ferent versions each presenting a different end- standing of fictions and the way we engage with
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34 ing. For example, Dickens’s Great Expectations them. Fictions, like most human productions,
35 famously underwent a change in ending just be- are subject to fashions and present historically
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36 fore publication so that two different versions of contingent features that, though fascinating, do
37 the novel exist in print (in fact, most versions in not reveal anything deep about the way we relate
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38 print now offer both endings). Similarly, certain to them. For example, it is an interesting question
39 movies (such as Ridley Scott’s Blade Runner or to ask when crime fictions first appeared and
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40 Terry Gilliam’s Brazil) exist in different versions what led them to become so popular, but one
41 featuring different endings, because production or might think that the answer to this question will
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42 distribution have cut them to best fit what they not teach us anything relevant to a general and
43 thought the audience’s taste in certain countries philosophical understanding of our engagement
44 to be. However, in both cases, it is neither a defin- with fictions. However, it is interesting to note
45 ing feature of these fictions that they present al- that, beyond the historical and contingent fea-
46 ternate endings nor something intended by their tures of human productions, general and stable
47 authors. tendencies can be observed that most likely
48 Thus, we must distinguish between the notions reveal important psychological truths about the
49 of alternate endings and multiple endings. Only way we appreciate these productions. Indeed, a
50 the latter imply competing, authorized endings growing body of work in cultural transmission
51 and obey the artistic intentions of the author. The suggests that cultural evolution is driven in part
52 former, on the contrary, are the result of accidents by what is called ‘cognitive attraction.’6 Beyond
53 or foreign interventions on the work.5 Thus, even fluctuations and trends due to historical and
54 if alternate endings were relatively easy to come contingent circumstances, human productions
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14 a popular and influential sixteenth-century seem absurd to think that having one and only
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15 etiquette manual to etiquette norms still accepted one ending is a culturally stable feature of fictions.
16 today, he found that norms the violation of which This means that there is probably something cog-
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17 was more likely to inspire disgust were also more nitively attractive about fictions having one and
18 likely to be part of contemporary manners than only one ending—something that makes such fic-
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19 norms the violation of which did not elicit disgust. tions more likely to be enjoyed and transmitted,
20 These results suggest that disgust plays an im- and something that is probably tied to the psy-
21 portant role in the stabilization and transmission chological bases of our enjoyment of fictions. This
22 of etiquette norms: norms prohibiting disgusting also means that an appropriate and ultimately sat-
23 behavior tend to be more stable and are more isfying account of our engagement with fictions
24 likely to be transmitted. From this, Nichols D
should be in a position to explain what makes fic-
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25 inferred that there must be a “cognitive attractor” tions with only one ending more attractive. Thus,
26 favoring these norms—that is, a psychological the question we asked is not the shallow puzzle it
27 bias that explains their stability. In this case, the may appear to be at first sight; rather, we think,
28 underlying psychological factor is disgust and its it dives deep into the psychological roots of our
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29 ability to make norms more salient and more engagement with fictions.
30 memorable.
31 The same kind of reasoning can be found within
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34 traits can be partly explained by the cognitive While one might agree that the scarcity of multiple
35 attraction direct eye gaze exerts upon us.8 In- endings is an interesting phenomenon, one might
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36 deed, a great deal of psychological research shows also think that there is an obvious explanation for
37 that direct eye gazes in pictures, compared to this fact, and that we need not appeal to hidden
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38 slightly averted gazes, are more attention grab- and mysterious psychological factors to explain it.
39 bing and more likely to arouse emotions. Addi- Nevertheless, the task is not as simple as it might
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40 tionally, direct-gaze pictures of faces are rated seem. In this section, we review the most obvi-
41 by subjects as more “likable” and “attractive” ous possible explanans for the rarity of multiple
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42 than their averted-gaze counterparts. Hypothesiz- endings and show they are actually problematic or
43 ing that these psychological features might make unpromising.
44 direct-gaze portraits more cognitively attractive
45 and favor their cultural stability, Morin tracked 1. A first possible solution to the puzzle is to ap-
46 the evolution of the proportion of portraits fea- peal to the notion of immersion. Here is not
47 turing direct gazes both in European Renaissance the place to give a full theoretical treatment of
48 and through five centuries of Korean portraiture. immersion, but it is widely accepted that im-
49 In both cases, he found that, once introduced in mersion is a key factor in the enjoyment of
50 an artistic culture, portraits featuring direct gazes fiction and that immersion—the feeling of be-
51 tended to establish themselves and to gain pop- ing “lost” in a fictional world—is easier when
52 ularity. Once again, these results suggest that the the appreciator is not constantly reminded that
53 cultural stability of a given feature (here, direct what he or she reads is “just a fiction” and his
54 gaze in portraits) might be a cue to the fact that or her attention is not redirected toward the
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14 leading to an unsatisfactory experience for the appreciator significantly interact with the fiction.
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15 appreciator. This solution would only apply to special cases of
16 multiple endings, that is, those in which one has
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17 It might be the case that proposing multiple to choose an ending and to choose it actively. But,
18 endings undermines immersion. However, we do second, we do not even think this solution works
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19 not think that their undermining immersion is for the particular case of fictions in which the ap-
20 enough to explain their scarcity. There are plenty preciator has to actively choose which ending to
21 of things in fictions that are likely to undermine read. Indeed, it underestimates the active part the
22 immersion without making people unable to en- reader plays in building his or her enjoyment of
23 joy these fictions. Comic books, for example, are the fiction, even in the case of traditional fictions.
24 a very popular kind of fiction. Still, they contain
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For example, it is very frequent in contemporary
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25 many features that undermine immersion. It is, comic books to propose events and crossovers that
26 for example, customary for comic books to signal involve different characters from different series
27 the reader that fictional characters are referenc- and in which the reader has to read multiple ti-
28 ing events that happened in a previous issue (or tles and issues to get all the aspects of the story.
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29 even in a completely different series) while indi- In these cases, it is common for some issues to
30 cating the exact references of the issue they should be presented as essential (they tell the reader the
31 purchase in order to grasp a better understand- main story and the key events) while other issues
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32 ing of the fictional events. Moreover, readers will are presented as optional (they are more focused
33 often have to wait a month between each issue on subplots and secondary characters that are not
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34 and thus have to take long breaks in their enjoy- essential to the understanding of the main plot).
35 ment of the story. All these things contribute to It is then up to the reader to choose which of
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36 undermine immersion. Nevertheless, they do not the optional issues he or she wants to read, and
37 threaten immersion to the point that we cannot this will affect his or her experience of the fiction.
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38 enjoy the fiction anymore. Such comic books still Even among the essential issues, it often happens
39 exist, which shows that people are able to enjoy that several of these issues tell events that happen
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40 them. An immersion that is not total is compati- in parallel (because they follow different sets of
41 ble with a great pleasure in the engagement with a characters), so that there is no official reading or-
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42 fiction and so is not enough to explain the scarcity der and it is up to the reader to choose which of
43 of multiple endings in fictions. these issues to read first.9 Such “events” are often
44 One might insist and point out that there is much appreciated by comic books readers. Thus,
45 something very distinctive about the way multi- it seems that the enjoyment of fiction is fully com-
46 ple endings break immersion: being told about patible with the reader’s taking an active role in
47 previous issues and waiting for the next issue to his or her engagement with fiction and deciding
48 appear does not require the appreciator to take an what to read next. It is not even clear that this
49 active stance and interact with the fiction. In both active engagement actually undermines apprecia-
50 cases, he or she can stay passive. On the contrary, tors’ immersion.10
51 offering the appreciator multiple endings forces
52 him or her to take an active stance, by making 2. Another approach would be to focus on the
53 him choose what ending to read next. This active idea that a tight chain of fictional events, one
54 dimension would be what utterly compromises that appears necessary, is more pleasing for the
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14 larly praised for the sentiment of inevitability life are dramatically different. The use of multiple
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15 they generate thanks to the polished interlac- endings illustrates the terrible determinism that
16 ing of scenes and events. reigns over our lives and how minor changes in
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17 initial conditions can have terribly different ef-
18 If this capacity to inspire a feeling of necessity fects. This infuses each of the stories that are told
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19 is indeed an important and appreciated quality of with a sense of necessity that is not, in fact, in-
20 stories, then multiple endings are obviously prob- compatible with the presentation of three distinct
21 lematic, for they seem to dramatically threaten fates.11
22 this feeling. As a consequence, the engagement Interestingly, the feeling of necessity felt by the
23 with a story with multiple endings might be less reader sometimes finds an echo in a feeling of ne-
24 rewarding than the engagement with a work lead- D
cessity felt by the author him- or herself. Although
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25 ing to a unique ending—for the first appears to the author of fiction is not limited by facts in the
26 weaken the feeling of necessity and might even same way as the author of nonfiction, there are still
27 give an impression of arbitrariness. The rarity of constraints on the creation of fictional works. Psy-
28 the first kind of stories would then be easily ex- chological coherence, verisimilitude, and genre
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29 plained by the fact that they are less enjoyable. conventions, to name but a few, are examples of
30 However, though inspiring this feeling of ne- the principles that can guide the author in his or
31 cessity might be a plus, it is not an essential or her creative process and give the impression that
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32 even a dominant feature of fiction. Indeed, some a story must end in a particular way.12 This aspect
33 very popular fictions do not seem very apt to in- of creation could also be used to explain away the
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34 spire such a feeling. TV shows that have run for rarity of multiple endings: the feeling of neces-
35 many years and been written season by season sity inherent to the creative process would make
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36 without any idea of where they went—like Little multiple endings very unlikely, different endings
37 House on the Prairie or Desperate Housewives— being ruled out progressively by the different prin-
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38 can hardly be seen as inspiring such a feeling, and ciples at work during the creation of a story. While
39 it is very easy to see that they could have ended this explanation is interesting, it will be difficult to
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40 differently. Still, they managed to be quite popu- apply to all cases. First, this feeling of necessity
41 lar. Similarly, the recent Twilight saga featured a need not be shared by every creator; some, on the
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42 girl torn between two possible lovers, and fans of contrary, might conceive of creation as an unlim-
43 the saga have vehemently argued throughout the ited realm of creativity, where “anything goes.”
44 saga’s publication about whom she should end up Second, the principles that constrain creation can
45 marrying. This makes clear that none of these two be broken, adapted, or rejected, thus weakening
46 solutions felt more necessary than the other, and the (felt) necessity that stems from them.13 Third,
47 there were enough indeterminate elements within the principles of creation do not lead inevitably to
48 the fiction to make both endings plausible. Still, one and only one resolution to a story. Psychologi-
49 the saga was very popular and even gave birth to cal coherence might rule out Emma Bovary living
50 a new genre (the so-called ‘bit-lit’). Thus, fictions happily ever after without determining the exact
51 can survive and thrive even if they do not evoke manner of her misery. Although, once again, the
52 this feeling of necessity. value of felt necessity could explain why multiple
53 Moreover, it is not even clear that multiple end- endings are not canonical, it can hardly explain
54 ings are incompatible with such a feeling. Indeed, why they are so scarce.
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14 nancial success. This might seem a very pessimistic might cite the famous “gamebooks” (or “Choose
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15 remark, but it would be absurd to deny the exis- Your Own Adventure” books), in which the read-
16 tence of fictions that are produced only to make ers, impersonating a fictional character, have to
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17 money or to make a “buzz,” rather than to satisfy choose their own path (and their own adventure)
18 the creative and artistic exigencies of their pro- through the fiction. Created in the 1970s, these
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19 ducers. Thus, the fact that certain kinds of fictions books found a simple, yet efficient way of propos-
20 would be psychologically unsatisfying for the pro- ing multiple endings in a single volume.14 An-
21 ducers is not enough to explain their scarcity— other, more recent example can be found with the
22 they would also have to be unsatisfying on the French series of comics entitled Destins (Destinies
23 reception side, which brings us back to the first in English): Destins is a fourteen-volume series of
24 version of this solution, which we have already
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comics, built as a branching narrative. Volumes
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25 rejected. 2 and 3 are both direct yet different sequels to
26 volume 1. Similarly, volumes 4 and 5 both present
27 alternate sequels to the events described in vol-
28 3. So far, we have played the game in accor- ume 2, while volumes 6 and 7 present alternate
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29 dance with the conclusion we reached in the sequels to volume 3. This could continue ad in-
30 previous section: that the scarcity of multiple finitum, but all branches of the narrative ac-
31 endings should be explained on the basis of tually collapse in a single resolution, the four-
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32 psychological factors involved in our appreci- teenth volume.15 However, though Destins ulti-
33 ation of fictions. However, one could refuse to mately proposes one and only one ending, it did
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34 play by those rules and think that the answer not have to, and it shows that branching narratives
35 to our question has nothing to do with deep with multiple conclusions could be developed in
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36 psychological features of our engagement with an interesting way even without the help of the
37 fiction but is only an uninteresting and ulti- most recent technological support.
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38 mately contingent byproduct of material limi- Another objection to this dissolution of the
39 tations. Such an objection would go like this: to problem is that the facts do not seem to support
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40 propose genuine and interesting multiple end- its prediction: the technology to develop fictions
41 ings, books, plays, and movies would have to with multiple endings has been around for quite
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42 be much longer and much more complex than a while now, and the boom of fictions with multi-
43 they already are. Sure, books or movies as we ple endings is still to come. Two examples can be
44 know them could already have proposed multi- given.
45 ple endings (they sometimes have—as we saw), The first is the case of interactive fictions.
46 but they could not have used them to their full Developed mostly on computer, then through
47 potential. Now that books and films exist in the Internet, interactive fictions generally present
48 an electronic format, in machines that support themselves as fictions in which the appreciator
49 immense amounts of data, and that they allow plays the role of a given character and has to
50 appreciators to engage with multiply branch- fill in a text box with commands indicating what
51 ing narratives, we should observe an explosion the character he or she impersonates will do (for
52 of fictions with multiple endings. What lim- example, “ask a question” or “remain silent”). For
53 ited their existence so far was not that they example, in the interactive fiction Alabaster, the
54 were less engaging than traditional forms of appreciator plays the role of the hunter who has
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14 years: if that was the only obstacle to the develop- fictions and visual novels that sets them apart from
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15 ment of fictions with multiple endings, then surely traditional kinds of fictions, such as Anna Karen-
16 we should have seen their number grow by now. ina or The Lord of the Rings: they ask readers
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17 Our second example, which suggests the same to play the role of a character in the story. Just
18 conclusion, is the example of visual novels. Visual like gamebooks, they address the appreciator us-
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19 novels are mostly unknown in Western countries, ing the second person as if he or she was part
20 but the term refers to a particular kind of video of the fictional world: we are not to choose an-
21 game, presented as illustrated narratives (similar other person’s adventure, but—as the expression
22 to graphic novels) and in which the appreciator points out—our own adventure. Now, when one
23 plays the role of the main character, taking de- takes interactive fictions in which the appreciator
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is not addressed in the second person or asked to
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25 Like interactive fictions, visual novels typically of- play the role of a character within the story—what
26 fer multiple endings.17 For example, a famous vi- are more correctly called hypertext fictions—then
27 sual novel, 999: Nine Hours, Nine Persons, Nine we see that proposing multiple endings ceases to
28 Doors, offers six different endings.18 Visual nov- be the norm. In such cases, the potential of elec-
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29 els are generally released for computers and video tronic books is rather used to propose nonlinear
30 game consoles, and most of them use a very sim- experiences in which the reader can experience
31 ple display technology: a fixed image is displayed different chapters of a story in any order, without
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32 on the top of the screen while the text is printed a particular order being the good one—or, most
33 at the bottom. Given that computers and video often, to allow the reader to read the same story by
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34 game consoles have been around for a while and jumping from one character’s point of view to an-
35 that visual novels do not require very advanced other’s, thus multiplying the possible experiences
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36 technology (compared, for example, to full 3D of the very same story. Multiple endings (when
37 video games), it seems unlikely that fictions with there is an ending, since hypertext fiction allows
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38 multiple endings did not develop only because we for narratives with circular and infinite structures)
39 lacked the relevant technology.19 Thus, the rea- are far from compulsory in hypertext fictions and
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14 multiple endings in traditional fictions reveals believe: it would be a much more efficient and
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15 something deep and interesting about the way we interesting prop. To take contemporary gamers’
16 engage with these fictions. If this is true, and if vocabulary, it would have a much higher ‘replay
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17 interactive fictions do not lack multiple endings value.’
18 but welcome them, this suggests that the psy- The problem is made even more acute if we
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19 chological bases of our enjoyment of interactive compare the frequency of multiple endings in fic-
20 fictions might be fundamentally different from tion in relation to their frequency in children’s
21 the bases of our enjoyment of traditional fictions. games of make-believe. Indeed, proponents of the
22 Such a conclusion might not sound very sur- make-believe account of our engagement with fic-
23 prising, but we still need to understand what dif- tions often begin by proposing children’s games as
24 ferentiates traditional and interactive fictions and
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the paradigmatic cases of make-believe and then
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25 explain what makes the first averse to multiple proceed by claiming that our engagement with tra-
26 endings and the second prone to branching nar- ditional fictions is a particular kind of such games.
27 ratives. That interactive stories should by nature However, it is not clear that the engagement with
28 propose branching narrative, which may involve traditional fictions can be understood in terms of
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29 multiple endings, is obvious. But that traditional make-believe, and many philosophers have re-
30 fictions should resist them is not. sisted this idea. Yet there are cases that more
31 To see how far we are from understanding what clearly and less controversially involve instances
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32 explains the difference between the ways we ap- of make-believe: gamebooks, role-playing games
33 preciate both kinds of fiction, it is interesting to such as Dungeons and Dragons, and video games
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34 note that one of the most influential philosophi- are all kinds of fictions that share crucial features
35 cal accounts of how we engage with fictions actu- with games of make-believe. In all of these fic-
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36 ally fails to account for the difference between the tions, the appreciator, who is also a player, plays
37 two kinds of fictions in respect to their relations a particular role and can make decisions accord-
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38 to multiple endings. ing to this role and the settings of the game. So, if
39 The account we have in mind has been ad- the make-believe account of our engagement with
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40 vanced and refined by Kendall Walton: it claims fiction applies to anything, it must surely apply to
41 that our engagement with fictions, including tradi- such fictions.
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42 tional fictions, should be understood on the model And, indeed, in such cases, we observe exactly
43 of games of make-believe.20 According to this ac- what the account in terms of make-believe should
44 count, fictions should be conceived as props in predict: multiple endings are plenty and very pop-
45 appreciators’ games of make-believe. When read- ular. Although the first video games were very
46 ing a novel like The Lord of the Rings, I am to crude storywise and rarely offered multiple end-
47 imagine the story of Frodo and the One Ring, for ings (and only as a reward with no major conse-
48 example, by making-believe that I am listening to quences in terms of plot), multiple endings have
49 this story or witnessing these events. The role of rapidly grown in number to become something
50 the novel is thus not fundamentally different from that is now eagerly expected and even requested
51 the one a doll could play in a children’s game of for certain types of games.21 For example, in 2012,
52 make-believe: it is a device helping the apprecia- the video game Mass Effect 3 was highly criticized
53 tor (or, rather, the player) to construe and play his for proposing only three—and very similar—
54 or her own game of make-believe. different endings, a number many players felt to
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14 those who want to impose on them all they have to Campus Biotech, Uni Dufour
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15 say and do, leaving them no choice whatsoever.22 1211 Geneva 4, Switzerland
16 A good game of make-believe necessarily imposes
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17 constraints on the player, but it also has to leave internet: florian.cova@gmail.com
18 him or her some freedom of action for there to be
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19 an actual instance of playing. AMANDA GARCIA
20 Thus, if fictions are only props in games of Swiss Centre for Affective Sciences, University of
21 make-believe, we should expect fictions with mul- Geneva
22 tiple endings to thrive, and this prediction works Campus Biotech, Uni Dufour
23 remarkably well when we look at fictions that 1211 Geneva 4, Switzerland
24 are clearly similar to children’s games of make- D
internet: am.garcia@outlook.com
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25 believe. This success makes even more blatant and
26 puzzling the failure of this very same account in
27 the case of traditional fiction. Surely, we can play 1. For the paradox of fiction, see Colin Radford, “How
28 purely linear games of make-believe in which we Can We Be Moved by the Fate of Anna Karenina?” Pro-
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29 make no choices, but there is no explanation for ceedings of the Aristotelian Society, Supplementary Volumes
30 49 (1975): 67–80. The paradox of tragedy was already dis-
the fact that traditional fictions are only used for
cussed by Hume in Of Tragedy, and has known a renewed
31 such peculiar games of make-believe, when we popularity in recent years. See, for example, Aaron Smuts,
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32 know that they can technically support multiple “Art and Negative Affect,” Philosophy Compass 4 (2009):
33 endings and still be enjoyable and aesthetically 39–55. The paradoxes of horror, suspense, and junk fiction
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36 accounts of fiction fails to explain the rarity of Journal of Aesthetics 36 (1996): 146–158; and Noël Carroll,
37 multiple endings in fictions makes the problem all “The Paradox of Junk Fiction,” Philosophy and Literature
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14 8. Olivier Morin, “How Portraits Turned Their Eyes sidered as interactive fictions. However, they are usually
Upon Us: Visual Preferences and Demographic Change distinguished from paradigmatic interactive fictions on the
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in Cultural Evolution,” Evolution and Human Behavior 34 basis of their massive use of the visual medium (hence the
16 (2013): 222–229. adjective visual) and of a multiple-choice interface (while
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17 9. Let us take an example. In 2012, DC Comics other interactive fictions mostly use a different interface,
18 launched an “event” called Night of the Owls, telling the like a command box, for example). Visual novels are also
story of Batman and his allies fighting living-dead ninjas distinguished from paradigmatic interactive fictions by their
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disguised as owls (a.k.a. the Talons) and trying to take over origin: most visual novels come from Japan, while most clas-
20 Gotham City. The main story line is contained in issues 8–10 sic interactive works come from Western countries.
21 of the main series Batman, and one can grasp the essen- 18. 999: Nine Hours, Nine Persons, Nine Doors was
22 tial elements of the story by reading only these three issues. produced by Chunsoft and published by Spike and Aksys
23 However, because the Talons are many, they are fought si- Games.
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multaneously in different locations by Batman allies, so that
the whole story of Night of the Owls spreads across twelve
D19. A slightly different version of the argument of ma-
terial limitations could stress that the creation of stories with
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25 different series (such as Batgirl or Catwoman). It is up to the multiple endings involves much more time and energy than
26 reader to decide how much of these additional issues (also the creation of stories with only one ending. The rarity of
27 called tie-ins) he or she wants to read and also up to him multiple endings would not be explained by technological
28 or her to decide in which order, since events are supposed limitations but rather by a greatly increased complexity in
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to take place simultaneously. What the reader chooses ul- the creation of the story. The first problem is that multiple
29 timately impacts his or her overall experience of the story: endings do not necessarily imply creative complexity: de-
30 the reader who sticks to the essential issues will have the termining the “right” ending, the one that evokes a feeling
31 feeling that the Night is short and that the Talons do not of necessity in the reader, might imply much more work
pose much of a threat, while the reader that goes through than imagining a dozen of different endings. In addition, the
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multiple additional issues will have the impression that the fact that a kind of work is more difficult to create does not
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Night is long and the Talons formidable foes. Note that most irremediably lead to its rarity, as the existence of poetry,
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34 readers are usually between these two extremes and make historical fictions, and alternate histories shows.
35 their own customized selection of additional issues. 20. Kendall L. Walton, Mimesis as Make-Believe: On
O
36 10. One might think that our focus on comic books the Foundation of the Representational Arts (Harvard Uni-
37 compromises the generality of our argument. However, the versity Press, 1990). Gregory Currie has defended a similar
same points could be made using as examples nineteenth- theory, notably in The Nature of Fiction (Cambridge Univer-
C
38 century “feuilletons” (such as certain Balzac novels, some of sity Press, 1990). He focuses on authorial Gricean intentions
39 which make references to each other) or contemporary TV rather than on the function of artworks, as Walton does.
N
40 shows (that decline themselves in spin-offs and are extended 21. Although some early video games offered multiple
41 by “webisodes”—see, for instance, the new series of Doctor “game over” screens, those hardly count as genuine alterna-
U
Who), thus leaving the appreciator an active part about what tive endings (with such exceptions as Zelda II: The Adven-
42
to watch and in which order. ture of Link, in which the game over screen informed you of
43 11. Peter Howitt’s Sliding Doors and Tom Tykwer’s the consequences of your failure and what happened after
44 Run Lola Run are also movies that used multiple endings your “death”). Similarly, the game Metroid proposed five
45 precisely to emphasize the weight small changes in initial different ending screens, depending on how fast you beat
46 conditions can have on our lives. the game. But the only thing that changed was the protag-
12. On this idea, see Amanda Garcia, “Fiction as a Cre- onist’s outfit (which could lead to the revelation that the
47 ative Process,” in Fiction and Art, Exploration in Contempo- protagonist was actually a woman, but changed nothing in
48 rary Theory, ed. Ananta Sukla (London: Bloomsbury, 2014), terms of story: the only change indeed concerned what the
49 forthcoming. player knew about the story, not the story itself.).
50 13. The questioning and violation of creative con- 22. It is possible that certain children will prefer very
straints is an important motor in the evolution of genres. The scripted games, but this is hardly the case for all of them.
51
genre of absurd, for instance, can be understood as a reaction 23. This research was supported by the National Cen-
52 to our anxious research of meaning, and it naturally threat- ter of Competence in Research (NCCR) Affective Sci-
53 ens any feeling of necessity in the appreciation of a story. ences financed by the Swiss National Science Foundation
54 14. Bantam Books launched their influential Choose (n° 51NF40-104897) and hosted by the University of
Your Own Adventure series in 1979 with Edward Packard’s Geneva.
jaac12163 W3G-jaac.cls February 17, 2015 15:13
Query
Q1 Author: Please confirm that given names (red) and surnames/family names (green) have been
identified correctly.