
""I tell everyone there is no 'correct' ending, there is no 'canon' ending, there is no 'official Sandfall' ending," Svedberg-Yen said. "Both endings are there for a reason; we put them both there for a reason; they were designed in a very particular way. Neither is perfect. Both are heartbreaking in their own ways. Both of them have parts that make you glad, parts that you feel like, 'okay, I want a happy ending for these characters,'"
"One of the many consequences of modern fandom's obsession with "canon" is that stories that have open-ended themes or choices are now held to a new standard of scrutiny. Swaths of the video games we play are about choice, whether that be in the weapons we wield or the sacrifices we make; however, because the internet has become fixated on listing events in bullet points on wikis,"
Modern fandom's obsession with 'canon' raises scrutiny for open-ended stories and game choices. Many video games center on player choice, but online communities often prioritize checklist-style explanations over experiential decision-making. Some players seek validation by wanting a single 'right' outcome and ask creators to declare canonical endings. Clair Obscur: Expedition 33 features a final choice that yields two different endings, prompting fan debate ahead of a sequel. Sandfall Interactive states that neither ending is canonical; both were intentionally designed, each imperfect and heartbreaking, with trade-offs that mirror real-life costs of happiness.
Read at Kotaku
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