So in Prey, you play Morgan a man or woman who has been trapped in a cycle of repeating the same day over and over without realizing it for...
However, side-note. post-credits scene's DO NOT COUNT. You'll notice way up there I said the most important moment is what your audience feels the SECOND the credits start to roll. That is the end of your game.
And yet, there I was waiting, hoping. And there is a post-credits scene. Oh yes. So not to drag this out basically it's a scene where you see the human Alex and AI versions of a bunch of the NPC's you saved from the station in front of you.
Did you save X person? Did you do X sentimental side-quest? Did you blow up the station? Etc. AND THEN, it reveals it's actually like 10 years in the future, and that you arn't...
There's a reason I tend not to write these sorts of stories, and it's because I know that no matter what I come up with at the end....
And you can use that to your advantage as a story-teller for sure, as reinforcement of the mundanity of the situation if you're telling that kind of story,...
Right?