All Dead wrote...
Meh, I thought it worked well as in-game dialogue, but also was sly reference to the meta-game device. Maybe I'm looking too much into it; I only played the game once--memory is hazy. I personally didn't do things simply for the points and didn't think the war assets device was bad (except for when it ultimately became pointless).
By bad I mean... it seems to me the mechanic goverened too much of their story design. Rather than having dynamic endings and a dynamic end sequence, they just had to backpedal and fill in any deaths/gaps to ensure everybody had a fair shot at choosing all the colors.
To prevent people from not having enough assets to access all the endings they had to replace BIG DECISIONS like killing/saving the council in 1, or genociding the Rachni in 1, or anyone that died in 2, with replacement NPCs.
You never had to really think long and hard about a decision in 3 because it carried no weight in the end. You could always "fix it" or "shore up your assets" by scanning for artifacts or, ultimately, promoting multiplayer dudes over. Did you lose 1k assets because you chose the Geth over the Quarians? Meh, no long standing consequences there. Geth fleet just doesn't report in, Destroy ending carries a little less gravity because you chose to annihilate them eariler rather than later, and you can always just import enough dudes to where it totally doesn't matter overall anyways.
The core flaw in covering all bases that way is that there's zero replayability because after your first playthrough the illusion of the ending giving a crap about what you did is shattered. Why play a renegade shep after a paragon shep when you can just imagine how it played out; that's what they wanted you to do after the cinematic anyways.
Sure, it allowed everyone to still get all the endings, which is fair and nice and all, but the problem was that there War Assets goverend what major 3 endings you got, and not JUST that you could get to the Crucible and that it worked correctly, and then your prior actions drove the ending you got which is how it SHOULD HAVE BEEN. The fairness in ability to acquire War Assets for the endings just caused everything, again, to be diluted into a mishmash of math and minmaxing/metagaming.
But, maybe that's the beauty of it. In a surreal sense, that means we, as Shepard, have in fact boiled all these lives and choices down to a statistical advantage, regardless of the long standing outcome.
Modifié par Cirrusstrafe, 16 mars 2012 - 10:22 .