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Mike Gamble is okay with Ending as is.


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#51
PX6DEVASTATER

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TheDarkShape wrote...

Wait, you mean the people at BioWare stand by the ending they put all of their thought and resources into? I'm stunned.


I would believe that they "put all of their thought and resources into" the ending if it didn't seem like it took 15 minutes to come up with.

#52
LolaLei

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Hm, well he won't be ok with the thousands of fans demanding change!

Don't lose heart, we can fight this.

#53
Leafs43

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PX6DEVASTATER wrote...

TheDarkShape wrote...

Wait, you mean the people at BioWare stand by the ending they put all of their thought and resources into? I'm stunned.


I would believe that they "put all of their thought and resources into" the ending if it didn't seem like it took 15 minutes to come up with.


It's not even their ending.

They plagarized the ending from Deus Ex.

Modifié par Leafs43, 13 mars 2012 - 06:22 .


#54
darkshadow136

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Well if he did like it. I guess he will see his stance was wrong when many people take their money elsewhere and Bioware's profits drop through the floor, because their company has no consumer confidence in their products.

if you want your voice heard louder got to my blog which I have a link too in my Sig , click on my ME3 review and click on the links to my polls.

1. would you Boycott Bioware if they don't fix the endings
2. do you believe Multiplayer should have no impact on the single player campaign
3. Facebook Campaign demand better endings for ME3

#55
NPH11

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 Can't believe I have a reason to post this again.

Thanks anyway Bioware. Suppose I'll take my money elsewhere. How much progress has Valve made on Episode 3?

#56
Ancalemon

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Lugaidster wrote...

Tsantilas wrote...

Here's what I think is an epic response to that article by Unigolyn and pretty much sums everything up:

DEUS EX MACHINA:

You're getting your literary devices mixed up. The Crucible is not deus ex machina, it is a MacGuffin. It's largely irrelevant except as a plot device. It is the exhaust port on the Death Star.

The narrative of ME3 is not about finding the Crucible, it is about building the greatest alliance ever seen in the galaxy (which the Crucible, as a plot device, allows to happen).

Why the Catalyst AI and his Monty Hall spiel of the Adjust Hue/Saturation is a deus ex machina is that it is the resolution to the narrative. The fact that he is also literally a "god from the machine" is irrelevant, albeit ironic. He is a deus ex machina in the literary sense, i.e. a handwaved contrivance that shows up out of the blue to quickly whisk away all the dangling story threads, and to abruptly end the story.

This is abysmal writing. This is abysmal game design; a Pick Your Own Adventure book where all choices take you to the same final chapter. It is counter to everything this game is. And what is this game?

In a recent Extra Credits, Portnow discussed core elements of a game. The Mass Effect series is really not a third person shooter. It is also really not a roll-the-dice-and-level-up CRPG. Mass Effect is, at its core, interactive fiction. All the memorable moments in these games take place in cutscenes that play out in myriad ways based on prior choices. You are role-playing in the most literal sense of crafting a character's personality based on your choices. The climax of Mass Effect 2 was not shooting the Human Reaper in the eye, the climax of Mass Effect 2 were the cutscenes that played and showed the results of your actions. Did you defy TIM? Did your crewmates survive? If your choices were poor enough, you could defeat the final boss, only to make a desperate leap towards the Normandy with no one to catch you.

The desperate leap in Mass Effect 3 is your dash towards the Beam. The only input that matters at all past this point is the encounter with TIM. That encounter is true to Mass Effect, and honors your previous choices, and provides closure for the secondary antagonist.

But for the main antagonist (Reapers), nothing you did matters. You are given three arbitrary choices to solve a problem that, depending on your actions, may be proven to be a false dilemma in the first place. If you saved both the Quarians and the Geth, witnessed Legion's messianic sacrifice, and humanized EDI - the Catalyst's claim of organic/synthetic conflict being unavoidable is patently false.

The Catalyst AI is completely incongruous with the narrative and the themes of the game. It shows up, provides a complete strawman of a conflict, and then offers three vapid, plot-hole ridden resolutions to this conflict, which abruptly end the narrative in a blinding flash of Space Magic (pick your color!).

CHOICES DON'T MATTER

Again, you're missing the point. No one is complaining about the preceding 30 hours of gameplay. Choices did seem to matter. Your treatment of the Rachni queen from two games ago ended up gaining you a seemingly valuable ally. Saving Wrex can gain a hopeful future for the Krogan. Your choices regarding Legion and the Migrant Fleet in ME2 have incredibly strong consequences in the seeming conclusion of the Geth/Quarian storyline. This is why we loved the game up to the ending.

And the ending completely demolished all of it, and made it completely illusory. Who gives a **** if you saved the Rachni? They just end up giving you Space Points and don't affect your ending at all. Who gives a **** if the Quarians or Geth or both survived? They're all dead anyway. Who cares if you cured the genophage and saved the one leader who could lead the Krogan into a less brutish, more hopeful future? He's either trapped on earth or dead, and the radioactive husk that is Tuchanka cannot sustain their race without supplies anyway.

And even more egregiously, the choices you made in the development of YOUR Shepard don't matter. She acts EXACTLY the same when facing the ultimate antagonist regardless of whether she's a Space Racist Renegade or Never Surrender Paragon or whatever your Shepard actually is, and what (insert pronoun) stands for.

You accept Space Hitler's premise without argument, and dejectedly pick one of the three Slightly Less Turning Everyone Into Paste final solutions he has to offer.

How does it matter in the slightest that I've done the frickin' impossible and united the Geth and the Quarians into a hopeful future, shown that we need not fear synthetic life, seen a nascent artificial sentience freely decide to set "Love and compassion" as their main motivation, and fought for the reactionary, bleak idea of "AI will always rebel" to be proven wrong? Space Hitler shows up, says "AI will always rebel, here are drastic fixes to this undeniable problem". And I go "yessuh"?

WHY IS EVERYTHING SO SAD

It's not sad. You are being incredibly myopic and dismissive of our experiences by reducing it to "y every1 has 2 diezorz?". The ending of the story is not actually sad, it's just anticlimactic, contrived, incongruous, and ridden with plot holes.

The part that's sad and what's tearing me apart is that this is not a case of people writing themselves into a corner. This is not a case of glorified hacks like Ronald D. Moore or Cuse/Lindelof making **** up as they go along, to find themselves at the end with no way to tie all the crap together in a cathartic way.

This is a beautifully written game, for the majority of the experience. Bioware has bona fide talent within their ranks. And the story, up to the very end, is redeemable in dozens of ways. Even the contrived, out-of-the-blue Star Child could be made into an interesting character by presenting it as a shackled AI who was given a specific, limited goal born of fear (stop AI from wiping out organic life forever), and it arrived at the grotesque solution of Reapers not because AI is evil, but the constraints never allow it to look past the false dilemma it's attempting to solve.

Most importantly, this is not a TV show or a movie. This narrative is, by design, told in a unique medium which is NOT doomed to give us a singular ending. Our Shepards can be varied, yes, but there is a finite amount of paradigms that lead you to the end, and they could all have a cathartic, poignant, and persistent ending. Let the Renegades ascend to rule the galaxy. Let the Paragons defeat primitive fear and xenophobia.

I do not care if the Relays have to go down, but don't do it in such a thoughtless way as to destroy everything meaningful I accomplished. I do not care if my Shepard dies. In fact, I expected her to go down in a blaze of glory, in the greatest battle that shall ever be fought, for the most meaningful (to her) victory a soldier could ever earn. She did not get this. I did not get this.

TENS OF THOUSANDS of people didn't get this. We are not asking for a Disney ending. We are not asking for a dance party with Ewoks. We are just asking for our Big Damn Heroes to go out on their own terms, win or lose.


Couldn't have put it better myself. Even if I tried.


Yes. Exactly *all of this.*

#57
majormajormmajor

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Butthurt dev backs own product

How is this surprising

Modifié par majormajormmajor, 13 mars 2012 - 06:24 .


#58
StrikeSaber47

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Leafs43 wrote...

PX6DEVASTATER wrote...

TheDarkShape wrote...

Wait, you mean the people at BioWare stand by the ending they put all of their thought and resources into? I'm stunned.


I would believe that they "put all of their thought and resources into" the ending if it didn't seem like it took 15 minutes to come up with.


It's not even their ending.

They plagarized the ending from Deus Ex.


It wasn't plagarism. Deus Ex has a 5 minute monologue ending that made sense.

#59
RiouHotaru

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Again, the game is only a week old. I'm almost certain they know something we don't.

#60
Bendok

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I'd like to see him tweet one of the Forbes articles...

#61
Turtlicious

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Nevermind, this is a terrible idea and borderline harrasment. dafuq's wrong with me?

Modifié par Turtlicious, 13 mars 2012 - 06:30 .


#62
Rawgrim

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This is because the ending is a good one. People just didn`t get it.

#63
StrikeSaber47

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RiouHotaru wrote...

Again, the game is only a week old. I'm almost certain they know something we don't.


Hard to say because there is no post-Ending DLC content possible and no one right now cares about anything before the endings because of the endings.

Rawgrim wrote...

This is because the ending is a good one. People just didn`t get it.


Please don't insult my intelligence thanks.

Modifié par StrikeSaber47, 13 mars 2012 - 06:26 .


#64
Jadebaby

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Turtlicious wrote...

he retweeted, which is like "liking" in facebook.

I just got pushed back into the depression stage.


This. Welcome back Turtlicious Image IPB *hugs*

#65
Bendok

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I wonder if he would tweet the ME3 Child's Play charity drive? It's for a good cause.

#66
pomrink

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""Games Journalism" is broken. Many sites suffer from forced output cycles, "news" about cakes, and playing along with the industry PR machine. We can do better. "

lol says this on Ben Kuchera's page

#67
Turtlicious

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6m Dan Bradshaw Dan Bradshaw ‏ @DanCoys

· Open

@masseffect Do you like the movie The 6th Sense or Shutter Island? I like those films. *wink wink*
Mass Effect Mass Effect ‏ @masseffect

Close

@dancoys Ha! Think we know what you are getting at.
Hide conversation
11:24 AM - 13 Mar 12 via HootSuite · Details

Opinions?

#68
Grumpy-Mcfart

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Ancalemon wrote...

Lugaidster wrote...

Tsantilas wrote...

Here's what I think is an epic response to that article by Unigolyn and pretty much sums everything up:

DEUS EX MACHINA:

You're getting your literary devices mixed up. The Crucible is not deus ex machina, it is a MacGuffin. It's largely irrelevant except as a plot device. It is the exhaust port on the Death Star.

The narrative of ME3 is not about finding the Crucible, it is about building the greatest alliance ever seen in the galaxy (which the Crucible, as a plot device, allows to happen).

Why the Catalyst AI and his Monty Hall spiel of the Adjust Hue/Saturation is a deus ex machina is that it is the resolution to the narrative. The fact that he is also literally a "god from the machine" is irrelevant, albeit ironic. He is a deus ex machina in the literary sense, i.e. a handwaved contrivance that shows up out of the blue to quickly whisk away all the dangling story threads, and to abruptly end the story.

This is abysmal writing. This is abysmal game design; a Pick Your Own Adventure book where all choices take you to the same final chapter. It is counter to everything this game is. And what is this game?

In a recent Extra Credits, Portnow discussed core elements of a game. The Mass Effect series is really not a third person shooter. It is also really not a roll-the-dice-and-level-up CRPG. Mass Effect is, at its core, interactive fiction. All the memorable moments in these games take place in cutscenes that play out in myriad ways based on prior choices. You are role-playing in the most literal sense of crafting a character's personality based on your choices. The climax of Mass Effect 2 was not shooting the Human Reaper in the eye, the climax of Mass Effect 2 were the cutscenes that played and showed the results of your actions. Did you defy TIM? Did your crewmates survive? If your choices were poor enough, you could defeat the final boss, only to make a desperate leap towards the Normandy with no one to catch you.

The desperate leap in Mass Effect 3 is your dash towards the Beam. The only input that matters at all past this point is the encounter with TIM. That encounter is true to Mass Effect, and honors your previous choices, and provides closure for the secondary antagonist.

But for the main antagonist (Reapers), nothing you did matters. You are given three arbitrary choices to solve a problem that, depending on your actions, may be proven to be a false dilemma in the first place. If you saved both the Quarians and the Geth, witnessed Legion's messianic sacrifice, and humanized EDI - the Catalyst's claim of organic/synthetic conflict being unavoidable is patently false.

The Catalyst AI is completely incongruous with the narrative and the themes of the game. It shows up, provides a complete strawman of a conflict, and then offers three vapid, plot-hole ridden resolutions to this conflict, which abruptly end the narrative in a blinding flash of Space Magic (pick your color!).

CHOICES DON'T MATTER

Again, you're missing the point. No one is complaining about the preceding 30 hours of gameplay. Choices did seem to matter. Your treatment of the Rachni queen from two games ago ended up gaining you a seemingly valuable ally. Saving Wrex can gain a hopeful future for the Krogan. Your choices regarding Legion and the Migrant Fleet in ME2 have incredibly strong consequences in the seeming conclusion of the Geth/Quarian storyline. This is why we loved the game up to the ending.

And the ending completely demolished all of it, and made it completely illusory. Who gives a **** if you saved the Rachni? They just end up giving you Space Points and don't affect your ending at all. Who gives a **** if the Quarians or Geth or both survived? They're all dead anyway. Who cares if you cured the genophage and saved the one leader who could lead the Krogan into a less brutish, more hopeful future? He's either trapped on earth or dead, and the radioactive husk that is Tuchanka cannot sustain their race without supplies anyway.

And even more egregiously, the choices you made in the development of YOUR Shepard don't matter. She acts EXACTLY the same when facing the ultimate antagonist regardless of whether she's a Space Racist Renegade or Never Surrender Paragon or whatever your Shepard actually is, and what (insert pronoun) stands for.

You accept Space Hitler's premise without argument, and dejectedly pick one of the three Slightly Less Turning Everyone Into Paste final solutions he has to offer.

How does it matter in the slightest that I've done the frickin' impossible and united the Geth and the Quarians into a hopeful future, shown that we need not fear synthetic life, seen a nascent artificial sentience freely decide to set "Love and compassion" as their main motivation, and fought for the reactionary, bleak idea of "AI will always rebel" to be proven wrong? Space Hitler shows up, says "AI will always rebel, here are drastic fixes to this undeniable problem". And I go "yessuh"?

WHY IS EVERYTHING SO SAD

It's not sad. You are being incredibly myopic and dismissive of our experiences by reducing it to "y every1 has 2 diezorz?". The ending of the story is not actually sad, it's just anticlimactic, contrived, incongruous, and ridden with plot holes.

The part that's sad and what's tearing me apart is that this is not a case of people writing themselves into a corner. This is not a case of glorified hacks like Ronald D. Moore or Cuse/Lindelof making **** up as they go along, to find themselves at the end with no way to tie all the crap together in a cathartic way.

This is a beautifully written game, for the majority of the experience. Bioware has bona fide talent within their ranks. And the story, up to the very end, is redeemable in dozens of ways. Even the contrived, out-of-the-blue Star Child could be made into an interesting character by presenting it as a shackled AI who was given a specific, limited goal born of fear (stop AI from wiping out organic life forever), and it arrived at the grotesque solution of Reapers not because AI is evil, but the constraints never allow it to look past the false dilemma it's attempting to solve.

Most importantly, this is not a TV show or a movie. This narrative is, by design, told in a unique medium which is NOT doomed to give us a singular ending. Our Shepards can be varied, yes, but there is a finite amount of paradigms that lead you to the end, and they could all have a cathartic, poignant, and persistent ending. Let the Renegades ascend to rule the galaxy. Let the Paragons defeat primitive fear and xenophobia.

I do not care if the Relays have to go down, but don't do it in such a thoughtless way as to destroy everything meaningful I accomplished. I do not care if my Shepard dies. In fact, I expected her to go down in a blaze of glory, in the greatest battle that shall ever be fought, for the most meaningful (to her) victory a soldier could ever earn. She did not get this. I did not get this.

TENS OF THOUSANDS of people didn't get this. We are not asking for a Disney ending. We are not asking for a dance party with Ewoks. We are just asking for our Big Damn Heroes to go out on their own terms, win or lose.


Couldn't have put it better myself. Even if I tried.


Yes. Exactly *all of this.*


1000 times this.

#69
Meltemph

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Ancalemon wrote...

Lugaidster wrote...

Tsantilas wrote...

Here's what I think is an epic response to that article by Unigolyn and pretty much sums everything up:

DEUS EX MACHINA:

You're getting your literary devices mixed up. The Crucible is not deus ex machina, it is a MacGuffin. It's largely irrelevant except as a plot device. It is the exhaust port on the Death Star.

The narrative of ME3 is not about finding the Crucible, it is about building the greatest alliance ever seen in the galaxy (which the Crucible, as a plot device, allows to happen).

Why the Catalyst AI and his Monty Hall spiel of the Adjust Hue/Saturation is a deus ex machina is that it is the resolution to the narrative. The fact that he is also literally a "god from the machine" is irrelevant, albeit ironic. He is a deus ex machina in the literary sense, i.e. a handwaved contrivance that shows up out of the blue to quickly whisk away all the dangling story threads, and to abruptly end the story.

This is abysmal writing. This is abysmal game design; a Pick Your Own Adventure book where all choices take you to the same final chapter. It is counter to everything this game is. And what is this game?

In a recent Extra Credits, Portnow discussed core elements of a game. The Mass Effect series is really not a third person shooter. It is also really not a roll-the-dice-and-level-up CRPG. Mass Effect is, at its core, interactive fiction. All the memorable moments in these games take place in cutscenes that play out in myriad ways based on prior choices. You are role-playing in the most literal sense of crafting a character's personality based on your choices. The climax of Mass Effect 2 was not shooting the Human Reaper in the eye, the climax of Mass Effect 2 were the cutscenes that played and showed the results of your actions. Did you defy TIM? Did your crewmates survive? If your choices were poor enough, you could defeat the final boss, only to make a desperate leap towards the Normandy with no one to catch you.

The desperate leap in Mass Effect 3 is your dash towards the Beam. The only input that matters at all past this point is the encounter with TIM. That encounter is true to Mass Effect, and honors your previous choices, and provides closure for the secondary antagonist.

But for the main antagonist (Reapers), nothing you did matters. You are given three arbitrary choices to solve a problem that, depending on your actions, may be proven to be a false dilemma in the first place. If you saved both the Quarians and the Geth, witnessed Legion's messianic sacrifice, and humanized EDI - the Catalyst's claim of organic/synthetic conflict being unavoidable is patently false.

The Catalyst AI is completely incongruous with the narrative and the themes of the game. It shows up, provides a complete strawman of a conflict, and then offers three vapid, plot-hole ridden resolutions to this conflict, which abruptly end the narrative in a blinding flash of Space Magic (pick your color!).

CHOICES DON'T MATTER

Again, you're missing the point. No one is complaining about the preceding 30 hours of gameplay. Choices did seem to matter. Your treatment of the Rachni queen from two games ago ended up gaining you a seemingly valuable ally. Saving Wrex can gain a hopeful future for the Krogan. Your choices regarding Legion and the Migrant Fleet in ME2 have incredibly strong consequences in the seeming conclusion of the Geth/Quarian storyline. This is why we loved the game up to the ending.

And the ending completely demolished all of it, and made it completely illusory. Who gives a **** if you saved the Rachni? They just end up giving you Space Points and don't affect your ending at all. Who gives a **** if the Quarians or Geth or both survived? They're all dead anyway. Who cares if you cured the genophage and saved the one leader who could lead the Krogan into a less brutish, more hopeful future? He's either trapped on earth or dead, and the radioactive husk that is Tuchanka cannot sustain their race without supplies anyway.

And even more egregiously, the choices you made in the development of YOUR Shepard don't matter. She acts EXACTLY the same when facing the ultimate antagonist regardless of whether she's a Space Racist Renegade or Never Surrender Paragon or whatever your Shepard actually is, and what (insert pronoun) stands for.

You accept Space Hitler's premise without argument, and dejectedly pick one of the three Slightly Less Turning Everyone Into Paste final solutions he has to offer.

How does it matter in the slightest that I've done the frickin' impossible and united the Geth and the Quarians into a hopeful future, shown that we need not fear synthetic life, seen a nascent artificial sentience freely decide to set "Love and compassion" as their main motivation, and fought for the reactionary, bleak idea of "AI will always rebel" to be proven wrong? Space Hitler shows up, says "AI will always rebel, here are drastic fixes to this undeniable problem". And I go "yessuh"?

WHY IS EVERYTHING SO SAD

It's not sad. You are being incredibly myopic and dismissive of our experiences by reducing it to "y every1 has 2 diezorz?". The ending of the story is not actually sad, it's just anticlimactic, contrived, incongruous, and ridden with plot holes.

The part that's sad and what's tearing me apart is that this is not a case of people writing themselves into a corner. This is not a case of glorified hacks like Ronald D. Moore or Cuse/Lindelof making **** up as they go along, to find themselves at the end with no way to tie all the crap together in a cathartic way.

This is a beautifully written game, for the majority of the experience. Bioware has bona fide talent within their ranks. And the story, up to the very end, is redeemable in dozens of ways. Even the contrived, out-of-the-blue Star Child could be made into an interesting character by presenting it as a shackled AI who was given a specific, limited goal born of fear (stop AI from wiping out organic life forever), and it arrived at the grotesque solution of Reapers not because AI is evil, but the constraints never allow it to look past the false dilemma it's attempting to solve.

Most importantly, this is not a TV show or a movie. This narrative is, by design, told in a unique medium which is NOT doomed to give us a singular ending. Our Shepards can be varied, yes, but there is a finite amount of paradigms that lead you to the end, and they could all have a cathartic, poignant, and persistent ending. Let the Renegades ascend to rule the galaxy. Let the Paragons defeat primitive fear and xenophobia.

I do not care if the Relays have to go down, but don't do it in such a thoughtless way as to destroy everything meaningful I accomplished. I do not care if my Shepard dies. In fact, I expected her to go down in a blaze of glory, in the greatest battle that shall ever be fought, for the most meaningful (to her) victory a soldier could ever earn. She did not get this. I did not get this.

TENS OF THOUSANDS of people didn't get this. We are not asking for a Disney ending. We are not asking for a dance party with Ewoks. We are just asking for our Big Damn Heroes to go out on their own terms, win or lose.


Couldn't have put it better myself. Even if I tried.


Yes. Exactly *all of this.*


Yes, this was awesome.

#70
hunt27

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Turtlicious wrote...

If we keep tweeting, eventually they will answer so please

everyone paste this into your tweet box, if you don't have a twitter, get one just for this.

Tweet wrote...

@GambleMike http://www.forbes.co...er-entitlement/ Please comment.



Also, keep this thread alive, so that ll can see this.


??????????
http://www.forbes.co...ood-business/2/

http://www.forbes.co...ass-effect-3/2/

#71
JackofStaves

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Tsantilas wrote...

Here's what I think is an epic response to that article by Unigolyn and pretty much sums everything up:

DEUS EX MACHINA:

You're getting your literary devices mixed up. The Crucible is not deus ex machina, it is a MacGuffin. It's largely irrelevant except as a plot device. It is the exhaust port on the Death Star.

The narrative of ME3 is not about finding the Crucible, it is about building the greatest alliance ever seen in the galaxy (which the Crucible, as a plot device, allows to happen).

Why the Catalyst AI and his Monty Hall spiel of the Adjust Hue/Saturation is a deus ex machina is that it is the resolution to the narrative. The fact that he is also literally a "god from the machine" is irrelevant, albeit ironic. He is a deus ex machina in the literary sense, i.e. a handwaved contrivance that shows up out of the blue to quickly whisk away all the dangling story threads, and to abruptly end the story.

This is abysmal writing. This is abysmal game design; a Pick Your Own Adventure book where all choices take you to the same final chapter. It is counter to everything this game is. And what is this game?

In a recent Extra Credits, Portnow discussed core elements of a game. The Mass Effect series is really not a third person shooter. It is also really not a roll-the-dice-and-level-up CRPG. Mass Effect is, at its core, interactive fiction. All the memorable moments in these games take place in cutscenes that play out in myriad ways based on prior choices. You are role-playing in the most literal sense of crafting a character's personality based on your choices. The climax of Mass Effect 2 was not shooting the Human Reaper in the eye, the climax of Mass Effect 2 were the cutscenes that played and showed the results of your actions. Did you defy TIM? Did your crewmates survive? If your choices were poor enough, you could defeat the final boss, only to make a desperate leap towards the Normandy with no one to catch you.

The desperate leap in Mass Effect 3 is your dash towards the Beam. The only input that matters at all past this point is the encounter with TIM. That encounter is true to Mass Effect, and honors your previous choices, and provides closure for the secondary antagonist.

But for the main antagonist (Reapers), nothing you did matters. You are given three arbitrary choices to solve a problem that, depending on your actions, may be proven to be a false dilemma in the first place. If you saved both the Quarians and the Geth, witnessed Legion's messianic sacrifice, and humanized EDI - the Catalyst's claim of organic/synthetic conflict being unavoidable is patently false.

The Catalyst AI is completely incongruous with the narrative and the themes of the game. It shows up, provides a complete strawman of a conflict, and then offers three vapid, plot-hole ridden resolutions to this conflict, which abruptly end the narrative in a blinding flash of Space Magic (pick your color!).

CHOICES DON'T MATTER

Again, you're missing the point. No one is complaining about the preceding 30 hours of gameplay. Choices did seem to matter. Your treatment of the Rachni queen from two games ago ended up gaining you a seemingly valuable ally. Saving Wrex can gain a hopeful future for the Krogan. Your choices regarding Legion and the Migrant Fleet in ME2 have incredibly strong consequences in the seeming conclusion of the Geth/Quarian storyline. This is why we loved the game up to the ending.

And the ending completely demolished all of it, and made it completely illusory. Who gives a **** if you saved the Rachni? They just end up giving you Space Points and don't affect your ending at all. Who gives a **** if the Quarians or Geth or both survived? They're all dead anyway. Who cares if you cured the genophage and saved the one leader who could lead the Krogan into a less brutish, more hopeful future? He's either trapped on earth or dead, and the radioactive husk that is Tuchanka cannot sustain their race without supplies anyway.

And even more egregiously, the choices you made in the development of YOUR Shepard don't matter. She acts EXACTLY the same when facing the ultimate antagonist regardless of whether she's a Space Racist Renegade or Never Surrender Paragon or whatever your Shepard actually is, and what (insert pronoun) stands for.

You accept Space Hitler's premise without argument, and dejectedly pick one of the three Slightly Less Turning Everyone Into Paste final solutions he has to offer.

How does it matter in the slightest that I've done the frickin' impossible and united the Geth and the Quarians into a hopeful future, shown that we need not fear synthetic life, seen a nascent artificial sentience freely decide to set "Love and compassion" as their main motivation, and fought for the reactionary, bleak idea of "AI will always rebel" to be proven wrong? Space Hitler shows up, says "AI will always rebel, here are drastic fixes to this undeniable problem". And I go "yessuh"?

WHY IS EVERYTHING SO SAD

It's not sad. You are being incredibly myopic and dismissive of our experiences by reducing it to "y every1 has 2 diezorz?". The ending of the story is not actually sad, it's just anticlimactic, contrived, incongruous, and ridden with plot holes.

The part that's sad and what's tearing me apart is that this is not a case of people writing themselves into a corner. This is not a case of glorified hacks like Ronald D. Moore or Cuse/Lindelof making **** up as they go along, to find themselves at the end with no way to tie all the crap together in a cathartic way.

This is a beautifully written game, for the majority of the experience. Bioware has bona fide talent within their ranks. And the story, up to the very end, is redeemable in dozens of ways. Even the contrived, out-of-the-blue Star Child could be made into an interesting character by presenting it as a shackled AI who was given a specific, limited goal born of fear (stop AI from wiping out organic life forever), and it arrived at the grotesque solution of Reapers not because AI is evil, but the constraints never allow it to look past the false dilemma it's attempting to solve.

Most importantly, this is not a TV show or a movie. This narrative is, by design, told in a unique medium which is NOT doomed to give us a singular ending. Our Shepards can be varied, yes, but there is a finite amount of paradigms that lead you to the end, and they could all have a cathartic, poignant, and persistent ending. Let the Renegades ascend to rule the galaxy. Let the Paragons defeat primitive fear and xenophobia.

I do not care if the Relays have to go down, but don't do it in such a thoughtless way as to destroy everything meaningful I accomplished. I do not care if my Shepard dies. In fact, I expected her to go down in a blaze of glory, in the greatest battle that shall ever be fought, for the most meaningful (to her) victory a soldier could ever earn. She did not get this. I did not get this.

TENS OF THOUSANDS of people didn't get this. We are not asking for a Disney ending. We are not asking for a dance party with Ewoks. We are just asking for our Big Damn Heroes to go out on their own terms, win or lose.


It's been quoted several times, but, I have to say it.

Nicely done, my friend.  I give you best.

#72
shepskisaac

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RiouHotaru wrote...

Again, the game is only a week old. I'm almost certain they know something we don't.

Well, we're not in their heads. This doesn't make the Normandy part any less nonsensical at the moment knowing that devs know more.

#73
Saint Op

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Bendok wrote...

I wonder if he would tweet the ME3 Child's Play charity drive? It's for a good cause.

Yeah a lot of the devs tweet that info every time they happen...

Also the one who originally tweeted the article was a combat designer...

Modifié par Saint Op, 13 mars 2012 - 06:29 .


#74
Meltemph

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JackofStaves wrote...

Tsantilas wrote...

Here's what I think is an epic response to that article by Unigolyn and pretty much sums everything up:

DEUS EX MACHINA:

You're getting your literary devices mixed up. The Crucible is not deus ex machina, it is a MacGuffin. It's largely irrelevant except as a plot device. It is the exhaust port on the Death Star.

The narrative of ME3 is not about finding the Crucible, it is about building the greatest alliance ever seen in the galaxy (which the Crucible, as a plot device, allows to happen).

Why the Catalyst AI and his Monty Hall spiel of the Adjust Hue/Saturation is a deus ex machina is that it is the resolution to the narrative. The fact that he is also literally a "god from the machine" is irrelevant, albeit ironic. He is a deus ex machina in the literary sense, i.e. a handwaved contrivance that shows up out of the blue to quickly whisk away all the dangling story threads, and to abruptly end the story.

This is abysmal writing. This is abysmal game design; a Pick Your Own Adventure book where all choices take you to the same final chapter. It is counter to everything this game is. And what is this game?

In a recent Extra Credits, Portnow discussed core elements of a game. The Mass Effect series is really not a third person shooter. It is also really not a roll-the-dice-and-level-up CRPG. Mass Effect is, at its core, interactive fiction. All the memorable moments in these games take place in cutscenes that play out in myriad ways based on prior choices. You are role-playing in the most literal sense of crafting a character's personality based on your choices. The climax of Mass Effect 2 was not shooting the Human Reaper in the eye, the climax of Mass Effect 2 were the cutscenes that played and showed the results of your actions. Did you defy TIM? Did your crewmates survive? If your choices were poor enough, you could defeat the final boss, only to make a desperate leap towards the Normandy with no one to catch you.

The desperate leap in Mass Effect 3 is your dash towards the Beam. The only input that matters at all past this point is the encounter with TIM. That encounter is true to Mass Effect, and honors your previous choices, and provides closure for the secondary antagonist.

But for the main antagonist (Reapers), nothing you did matters. You are given three arbitrary choices to solve a problem that, depending on your actions, may be proven to be a false dilemma in the first place. If you saved both the Quarians and the Geth, witnessed Legion's messianic sacrifice, and humanized EDI - the Catalyst's claim of organic/synthetic conflict being unavoidable is patently false.

The Catalyst AI is completely incongruous with the narrative and the themes of the game. It shows up, provides a complete strawman of a conflict, and then offers three vapid, plot-hole ridden resolutions to this conflict, which abruptly end the narrative in a blinding flash of Space Magic (pick your color!).

CHOICES DON'T MATTER

Again, you're missing the point. No one is complaining about the preceding 30 hours of gameplay. Choices did seem to matter. Your treatment of the Rachni queen from two games ago ended up gaining you a seemingly valuable ally. Saving Wrex can gain a hopeful future for the Krogan. Your choices regarding Legion and the Migrant Fleet in ME2 have incredibly strong consequences in the seeming conclusion of the Geth/Quarian storyline. This is why we loved the game up to the ending.

And the ending completely demolished all of it, and made it completely illusory. Who gives a **** if you saved the Rachni? They just end up giving you Space Points and don't affect your ending at all. Who gives a **** if the Quarians or Geth or both survived? They're all dead anyway. Who cares if you cured the genophage and saved the one leader who could lead the Krogan into a less brutish, more hopeful future? He's either trapped on earth or dead, and the radioactive husk that is Tuchanka cannot sustain their race without supplies anyway.

And even more egregiously, the choices you made in the development of YOUR Shepard don't matter. She acts EXACTLY the same when facing the ultimate antagonist regardless of whether she's a Space Racist Renegade or Never Surrender Paragon or whatever your Shepard actually is, and what (insert pronoun) stands for.

You accept Space Hitler's premise without argument, and dejectedly pick one of the three Slightly Less Turning Everyone Into Paste final solutions he has to offer.

How does it matter in the slightest that I've done the frickin' impossible and united the Geth and the Quarians into a hopeful future, shown that we need not fear synthetic life, seen a nascent artificial sentience freely decide to set "Love and compassion" as their main motivation, and fought for the reactionary, bleak idea of "AI will always rebel" to be proven wrong? Space Hitler shows up, says "AI will always rebel, here are drastic fixes to this undeniable problem". And I go "yessuh"?

WHY IS EVERYTHING SO SAD

It's not sad. You are being incredibly myopic and dismissive of our experiences by reducing it to "y every1 has 2 diezorz?". The ending of the story is not actually sad, it's just anticlimactic, contrived, incongruous, and ridden with plot holes.

The part that's sad and what's tearing me apart is that this is not a case of people writing themselves into a corner. This is not a case of glorified hacks like Ronald D. Moore or Cuse/Lindelof making **** up as they go along, to find themselves at the end with no way to tie all the crap together in a cathartic way.

This is a beautifully written game, for the majority of the experience. Bioware has bona fide talent within their ranks. And the story, up to the very end, is redeemable in dozens of ways. Even the contrived, out-of-the-blue Star Child could be made into an interesting character by presenting it as a shackled AI who was given a specific, limited goal born of fear (stop AI from wiping out organic life forever), and it arrived at the grotesque solution of Reapers not because AI is evil, but the constraints never allow it to look past the false dilemma it's attempting to solve.

Most importantly, this is not a TV show or a movie. This narrative is, by design, told in a unique medium which is NOT doomed to give us a singular ending. Our Shepards can be varied, yes, but there is a finite amount of paradigms that lead you to the end, and they could all have a cathartic, poignant, and persistent ending. Let the Renegades ascend to rule the galaxy. Let the Paragons defeat primitive fear and xenophobia.

I do not care if the Relays have to go down, but don't do it in such a thoughtless way as to destroy everything meaningful I accomplished. I do not care if my Shepard dies. In fact, I expected her to go down in a blaze of glory, in the greatest battle that shall ever be fought, for the most meaningful (to her) victory a soldier could ever earn. She did not get this. I did not get this.

TENS OF THOUSANDS of people didn't get this. We are not asking for a Disney ending. We are not asking for a dance party with Ewoks. We are just asking for our Big Damn Heroes to go out on their own terms, win or lose.


It's been quoted several times, but, I have to say it.

Nicely done, my friend.  I give you best.


It needs to be quoted even more.  Seriosuly.

#75
JeffZero

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StrikeSaber47 wrote...

RiouHotaru wrote...

Again, the game is only a week old. I'm almost certain they know something we don't.


Hard to say because there is no post-Ending DLC content possible and no one right now cares about anything before the endings because of the endings.

Rawgrim wrote...

This is because the ending is a good one. People just didn`t get it.


Please don't insult my intelligence thanks.



A minor employee posting on 4chan several nights ago (who correctly predicted LOTSB with remarkable detail several months before its launch) wrote a brief summary on all the single-player DLC he knew anything about.

Listed last was a bizarre little read about the Alliance coming to the rescue but requiring plenty of time to do so because they could only use FTL. You explore 'the jungle' to 'salvage parts for the Normandy', all the while encountering a hostile alien species. The only major oddity is the fact that he writes it as you being Shepard, which doesn't seem to make much sense.

Modifié par JeffZero, 13 mars 2012 - 06:32 .