thegooseking wrote...
Well, the musings of an Interactive Narrative PhD student disagree. I'll address section B of the OP.
1 - The Catalyst scene isn't a resolution. No, it's not; it's an epilogue. It's not there to resolve things in a narrative sense. It's there to put the things that have already been resolved (which is to say, Shepard's personal journey, which is what the story was about, and not the war) into perspective.
If, as you claim, the Catalyst scene is an epilogue and not the ending, then where is the ending? Where is the resolution? Right before that scene, Shepard was informed that the Crucible wasn't working. Are you saying that that is the ending?
2 - The ending tells us what happens, not shows us what happens. Well, it did, but I disagree that that's a bad thing. The climax and resolution show us what happens, and then the epilogue tells us where what has happened fits in the context of the war. It's very common for epilogues to have this declarative, oratory tone. The reason we have "show, don't tell" is because telling as opposed to showing creates distance from the emotional impact of the action. But it shouldn't be slavishly obeyed: If you want to create perspective, that distance is exactly what you want! This is a pretty common technique: it's why the epilogues of documentaries and biopics (not to mention Dragon Age: Origins) are often text-only, because they are there to create perspective, as a counterpoint to the visceral emotions evoked by the preceding visuals. This is also why the Catalyst appeared so impassive: If the Catalyst had been emotionally invested, the perspective would have been lost.
You used DA:O as an example, so let's go with that. It used text to declare what happened as a result of your actions, as well as the fate of your companions. Do we have that in ME3? No. We have the Catalyst giving sparse descriptions of what the three choices are, leading not to better prespective through distance, but plain insufficient information to make choice. Or even why there are only these three choices.
3 - The ending was ambiguous/unclear. There are some ambiguities in the ending, but crucially these are things that are not material to Shepard's personal journey, which had already been resolved. While the point of the epilogue was to give context and perspective to the story, there is room for interpretation as to what that context is. That's nothing new, but it's especially important in an interactive medium because of the next point.
I strongly disagree that Shepard's journey was resolved by the point where Hackett informed him that the Crucible was not working. Your opinions are based entirely on the belief that Shepard's journey was over as he lay there beside Anderson. You won't get a lot of support on this.
4 - There was nothing to gain by this ending. The three ending choices were, literally, thesis, antithesis and synthesis: the three components of dialectic. On one level, the Catalyst scene served to underscore the dialectical nature of the trilogy as a whole, a symbolic punctuation mark on the dialogue between game and player. On a more practical level, given that, as I've established, the choice occurred in the epilogue, the point of the scene wasn't to give the player a choice on how to resolve the story (which had already been resolved), but to give the player a choice on how to contextualise it. That's why it was important that it be ambiguous, because, in this trilogy-spanning dialogue, it ultimately empowered the player to have the final say as to what that context was.
I'm sure it must be fun for an Interactive Narative PhD student to analyse this as thesis, antithesis and synthesis and forget about how this actually enhances the players' experience. And again, few would agree that the story is done, Shepard's work completed, when he encountered the Catalyst.
5 - The antagonist was The Illusive Man and not the Reapers. This is because the Reapers are a big impersonal threat. Having them be the major antagonist would be emotionally flat due to their "impersonality". The reason the Illusive Man was so important was because he was human, and someone we could relate to, making him a good vehicle for the emotional payload in a way the inscrutible Reapers just wouldn't be. The Reapers weren't the 'true' antagonists, which is why their motivations (such as they are) aren't revealed until the epilogue (though admittedly gamers are used to antagonists with no motivations beyond wanting to kill you). Making the Reapers the antagonists rather than The Illusive Man would have emphasised the setting of the game and diminished the focus on Shepard's personal journey within it.
Harbinger was the antagonist in ME2. He certainly wasn't an impersonal threat. In fact, he was pretty focused on Shepard.
The most important point here is that the story was about Shepard's personal journey, which ended immediately before the Catalyst scene, which in turn served as an epilogue. It's also worth noting that Shepard's personal journey wasn't about fighting the Reapers directly; it was always, right from the start, about uniting people against the Reapers. The name Shepard and the title Mass Effect are pretty big clues to that, but it was the point of trying to persuade the Council in 1, the loyalty missions in 2, and pretty much all of 3.
You seem to accept the bolded part as if it is obvious and need not be argued for. Once again, strenuously dsagree.
The failure of the ending is that people didn't get it. And don't get me wrong, that is a failure with the story, and not with the people who are "understanding it wrong". Storytelling is, of course, about communicating a story, and if one or two people didn't get it, it would be a different matter, but if so many people don't get it, you might not be communicating it adequately.
I'm quite sure that I won't like it even if the intent of the ending, the way you envision it, is better communicated.
But I have to say I found the ending perfectly satisfactory, and an important part of a sea change, beginning with Bioshock (well, really beginning with Deus Ex, but that was too far ahead of the curve to be part of the curve), of games finally growing up.
Now we see what this is all about. So this is yet another form of "these multitudes of players simply don't see the art/maturity/sophistication of the story".
Modifié par ThePasserby, 16 mars 2012 - 06:32 .