Why Was the Ending Botched?You're on a Dev team. You're trying to end a trilogy, one of the marquee series of this console generation (alongside
Halo and GoW).
Lot of pressure. Lot of money riding on your decisions.
You have to come up with an ending. One that works in gameplay as well as story. Above all, you have to be original.
You start with TIM as a mutated hyper-husk as a boss battle. (This is not speculation, it's in the N7 artbook.) But a boss battle is too obvious.
Bioshock had a boss battle, and it was cheesy.
And you
must be original. Memorable. An ending that will be talked about for years. So no boss battle.
No obvious ending. A "whatta twist!" ending.
[Note: It is at this point the team shoots themselves in the foot. The ending people are demanding is the obvious ending, the "your choices matter" ending, the "see my Assets in action" ending. An ending like
ME 2 or
Fallout: New Vegas. A satisfying ending. As soon as you reject that as being too obvious, you doom whatever ending you come up with to being dissatisfying.]
So, in the name of originality, you decide to go with "no real fight, just dialogue". (Again, NOT speculation. Sourced from interviews in the "Last Hours" app.) A purely mental struggle against TIM, with him controlling your body.
As late as November of 2010, you're working on this. And it sucks. It fails. (Not speculation. Again, in "Last Hours.") And the game
must be released in March, 4 months from now.
4 months before the hard, can't miss deadline gives you 2-3 months fix this mess. (To give time to manufacture and ship.) 2-3 months to rewrite the entire ending from scratch,
and implement it in the game.
Hail Mary. That is, a last-minute desperate try to make something deep, something artistic, something original, something thinky. Something...
Abstract. Philosophical. Ambiguous.
"Lots of speculation for everybody." It worked for
The Sopranos, right?
And that's what we got.
And thus the current ending—which failed to be deep, artistic, or original—is the natural end result of a decision made very early on in development to forego the obvious "fight and maybe win" ending in favor of the "whatta twist!" ending.
("Reapers aren't actually bad guys." Whatta twist!)
That seems to be what happened.
Modifié par apieros, 20 mars 2012 - 11:38 .