naes1984 wrote...
Masrim wrote...
Rammastus wrote...
Just couple of questions for you guys...1) Wouldn't you rather see Bioware fix the technical issues before making a new ending? and 2) If you do succeed and get the ending changed, whats to stop those of us who liked the ending as is from doing the same thing your doing and getting it changed back?
**Spoilers**
Personally, I think that a fitting sacrifice should have been the entire crew dying. I never once thought what the hell was that during the ending. I understood what was going on and I'm not sure why you guys didn't.
BUT, while I disagree, the majority of you guys (and gals) are remaining civil about it and I respect you in that. Good luck and keep to your guns. 
My issue with the ending was, that I remember a promise there would be 16 different endings, in which case I thought we'd see a wide variety of outcomes. Instead we get much fewer options with much less variability.
There were 3 endings if we are being generous. Saying that there are 16 endings is like saying there are more than 2 endings to ME2.
There were 2 endings to ME1: Council LIVE or Council DIE. There were 2 endings to ME2: DESTROY Base KEEP Base. Dead companions in ME2 don't really multiple the # of endings in my opinion. All the other decisions are ancilliary. For example getting Kasumi killed in ME2 doesn't doesn't affect the ultimate decision to DESTROY or KEEP the Collector Base. Having her (or some other compnaion live) doesn't open up a third option to for example turn the base over to the Council or turn it over to the Alliance. Someone could theoretically say there's hundreds of endings because of every possible variation of every decision made But it wouldn't really be accurate because we're looking 1 of 3 cutscenes at the end.
Though I agree with you, there is one issue you didn't address properly. There is a huge difference between endings and choices.
The issue is not how many endings we had, but how thmany choices were presented for us. For instance, in ME1 we had 2 main choices in the end. First, whether to save the council or not; second, to chose wither Udina or Anderson as council member (though they pulled a Deus Ex Machina in the novels to force Udina on us on ME3). In fact, we only had 1 ending, which was Sheppard walking out of the door saying he was going after the reapers. But the final choices plus all the choices during the game, gave us a sense of satisfaction and closure, not to mention accomplishment.
In Mass Effect 2 we had also all those little choices during the game, and most importantly, we had all the loyalty quests. It is true that in the end we only had 2 choices, to either destroy the base or not, however depending on who you had with you, who was loyal or not, the endings itself were totally different. In some endings a lot of the squad members died, if not all including Sheppard. On others few or none died. It is not simply a matter of final choice = endings, because the endings were never based simply on that final choice, though it took a lot from it.
Now in Mass Effect 3, once again we had all those little choices during the game, and some big ones too (gethx quarian peace, genophobe, etc.) and they kept on adding up to the game momentum until we reached the end. Here once again we were presented with a choice. In fact, we had 3 options, instead of 2 from the previous games. However it is not the number of options we were given that frustrate us, is how detached they were from the rest of the game. It feels like we had been doing a complex math equation only to find out that x = cat ... Does it make sense to any of you? I know it didn't to me.
So, it is not about the lack of choices (we got plenty of those), and it is not about the number of options in the final choice. The problem is how the last options were totally independant from the game, and it forced the endings to follow the same path. The 3 possible endings (which in fact was 1) had no connection to the game or the series. It felt detached, as in a dream state (a reason so many people believe int he indoc theory), and unlike the previous 2 games, the choices made DURING the game had no affect in these endings.
In fact, we didn't even need to play the entire game. Bioware should have just shipped the last 10 minutes and say "here is your ending" . It would have been less painful than we got instead.
/Salute
And Holding the line