I found my CT OST recently and it occurs to me it has a lot of good ideas that apparently no one has figured out to even duplicate. New Game + is an obvious one, but let's go to some of the less obvious stuff.
First, CT is one of the few RPG that has an ending that isn't too long (not counting the pure credits part) but provides closure. Most RPGs fail to do at least one, if not both. If we're supposed to take stories in RPG seriously, then to have complete closure one would expect an extra hour or two of epilogue to just wrap things up. In this respect it doesn't matter if the ending is 2 minutes or 20 minutes. It will always be inadequate. CT's ending basically is just 'and everyone lives happily ever after', but presented in a good way. It isn't complicated, but it lets you know that everything in the game turned out okay after all, and didn't waste your time with the needless details.
Second, CT is the only game I can think of that has a bad ending, namely when you get defeated by Lavos, you see the Day of Lavos coming and everything get destroyed as foretold. In the days of strategy-guide-selling oriented days, why don't they have more such things? You can do something like Fate where if you collect all 40 bad endings you get a new cutscene. It is certainly no less contrived than what games put in as 'extra stuff' these days. Of course I'm assuming the bad endings actually make sense. We don't need to know what happens if your hero is defeated by a goblin, but why not see Cid take the reins of history back into the hands of man if you do lose to him? That way they could also make the game actually hard so that you can actually see these losing endings often enough to not have to commit suicide repeatedly to find out where one is coming, so it sounds like a win-win situation to me. At any rate, I wouldn't mind commiting suicide repeatedly to see some cool 'bad endings' because there's plenty of things just as contrived as that, and if it's not people's cup of tea they don't have to do it.
First, CT is one of the few RPG that has an ending that isn't too long (not counting the pure credits part) but provides closure. Most RPGs fail to do at least one, if not both. If we're supposed to take stories in RPG seriously, then to have complete closure one would expect an extra hour or two of epilogue to just wrap things up. In this respect it doesn't matter if the ending is 2 minutes or 20 minutes. It will always be inadequate. CT's ending basically is just 'and everyone lives happily ever after', but presented in a good way. It isn't complicated, but it lets you know that everything in the game turned out okay after all, and didn't waste your time with the needless details.
Second, CT is the only game I can think of that has a bad ending, namely when you get defeated by Lavos, you see the Day of Lavos coming and everything get destroyed as foretold. In the days of strategy-guide-selling oriented days, why don't they have more such things? You can do something like Fate where if you collect all 40 bad endings you get a new cutscene. It is certainly no less contrived than what games put in as 'extra stuff' these days. Of course I'm assuming the bad endings actually make sense. We don't need to know what happens if your hero is defeated by a goblin, but why not see Cid take the reins of history back into the hands of man if you do lose to him? That way they could also make the game actually hard so that you can actually see these losing endings often enough to not have to commit suicide repeatedly to find out where one is coming, so it sounds like a win-win situation to me. At any rate, I wouldn't mind commiting suicide repeatedly to see some cool 'bad endings' because there's plenty of things just as contrived as that, and if it's not people's cup of tea they don't have to do it.