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Brent Knowles, former Bioware employee and lead DA:O designer, comments on ME3 endings


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#51
Intiakel

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ADelusiveMan wrote...

That's basically what happened in Arrival, except it was the Batarians instead of humans. Reapers came anyway. It would only be a matter of time.


Finally I understand what all the batarians were talking about.. I never got the arrival DLC so that part was horribly confusing

#52
Dean_the_Young

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frostajulie wrote...

RocketManSR2 wrote...

"Congratulations, the galaxy is still doomed" is not a good way to end this trilogy. At all. Drama and loss I can accept. Hopelessness is something else entirely. That's what I felt watching the ending.


I have been trying for days to say exactly this and all that comes out is incoherant nerdrage.

This is it.
Thank you.

Why have you been trying to say something that isn't true?

The galaxy is alive. FTL still exists. The groups that went to Earth can still get off it and get home, if in years/decades rather than hours/days. The relays can be rebuilt.

Life continues. The galaxy is not doomed, it is changed. As it was always going to be severly changed.

#53
Chuloos

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Uchimura wrote...

Doofe2012 wrote...

DA:O was one of your most successful games, and the fact that its lead designer no longer works for you is a clear foreshadowing of why you will go downhill once people are done with ME3.



That attitude is pretty rude. He says a few things and you put him above everyone who works at this company.


Only a current Bioware employee would have said that.. or taken that statement in that way.  There was nothing that person said that warranted your response.. they were just commenting on the current state of the game.. which of course.. is the responsibility of current employees.

You guys only did what you were told.. or given to work on..  so.. who is really at fault?

#54
Legion64

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Why did this God of a developer leave?

#55
chengthao

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Dean_the_Young wrote...

frostajulie wrote...

RocketManSR2 wrote...

"Congratulations, the galaxy is still doomed" is not a good way to end this trilogy. At all. Drama and loss I can accept. Hopelessness is something else entirely. That's what I felt watching the ending.


I have been trying for days to say exactly this and all that comes out is incoherant nerdrage.

This is it.
Thank you.

Why have you been trying to say something that isn't true?

The galaxy is alive. FTL still exists. The groups that went to Earth can still get off it and get home, if in years/decades rather than hours/days. The relays can be rebuilt.

Life continues. The galaxy is not doomed, it is changed. As it was always going to be severly changed.


the exploding relays would counter the "everyone is alive" arguement

plus no one knows how to build relays, hence why no one has built any

#56
Tazzmission

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Redstar6 wrote...

ncknck wrote...

Good thing he was fired. Mass Effect is not an answer to his problems in life or lack of imagination. Its an immersive and epic drama story. Deal with it.

When did it become a drama?


i hope your kidding


mass effect has always had some form of drama in it to say it hasnt is just not right at all

how is the virmire situation not dramatic? you had to make a choice of who to save......


heck how was me3 not dramtic? if anything the drama grew alot better in it

#57
Cadwallen

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Keeping this spoiler-free, even though others have not.

In all honesty, I liked the way the ending was presented, even if certain parts of it seemed "magical." Particularly if a certain popular alternative theory was intended. It's difficult for a cynic like myself to believe that it was, though. It's great that some of Mass Effect's fans are more imaginative writers than those employed at BioWare and they have used their own creativity to pick up the slack and make themselves feel better. I'm glad they did, too. It makes a great "fix" for the story's ending. If this premise is what was intended and BioWare didn't want me/us to have these doubts, they should have made it a bit less ambiguous.

That said, the only thing wrong with the ending -- in my opinion -- is that it is MUCH TOO BRIEF. Such a brief epilogue to hundreds of hours of gameplay and story-immersion is incredibly unsatisfying.

The only way I can rationalize the way I feel about the ending is to look at Mass Effect 3 *in its entirety* as the cumulative ending to the series. And until BioWare addresses the teenytiny ending that's already in place [did the game's budget dwindle to nothing toward the end of development, or what?], for your own sanity and satisfaction, I suggest that everyone do the same.

Modifié par Cadwallen, 17 mars 2012 - 04:57 .


#58
TacitMortuus

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Tazzmission wrote...

Redstar6 wrote...

ncknck wrote...

Good thing he was fired. Mass Effect is not an answer to his problems in life or lack of imagination. Its an immersive and epic drama story. Deal with it.

When did it become a drama?


i hope your kidding


mass effect has always had some form of drama in it to say it hasnt is just not right at all

how is the virmire situation not dramatic? you had to make a choice of who to save......


heck how was me3 not dramtic? if anything the drama grew alot better in it






I think people are misinterpreting what he meant by dramatic.

Dramatic can mean petty or silly if in the immature form, or it could mean awe-inspiring in the mature.

I think this disagreement is a slight miscommunication gone awry. Lets calm down.

#59
Dean_the_Young

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chengthao wrote...

the exploding relays would counter the "everyone is alive" arguement

If every sort of explosion were the same. Fortunately, they're not, nor are they ever implied to be.

plus no one knows how to build relays, hence why no one has built any

Besides the Protheans, who proved that it can be done? And the FTL com bouys, which are simply primitive mass relays?

You confuse current capability for potential. Not being able to do something now doesn't mean you can't do it later.

#60
RyuGuitarFreak

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OdanUrr wrote...

Doofe2012 wrote...

http://blog.brentkno.../#disqus_thread

I read one recent blog post where the writer basically said "the ending was awesome because it was just like a movie" and I think she was missing the point. It is a game. Not a movie. And more specifically, its a role-playing game. The players are *part* of the game. Part of the process of building and experiencing the game, much more so than with most other forms of entertainment. Entitlement is really a right, for the gamer, because they have participated, actively, in the game itself. Again, I can't speak to the actual ending myself, because I have not
played it but in generally I'd say a Role-Playing Video Game Trilogy Ending should (try to) do the following:

1. Reward the player's choices throughout the series. The big stuff they did should be noted. They should *feel* like they had a unique impact on the world.

2. End on a positive note. This is really important for video games... life in general is full of ****ty stuff happening all the time. When I invest a hundred hours into a game I need to walk away feeling like a hero. When you waste a couple hours of a person's life with an artsy/depressing movie or short story or even a novel, it is more forgivable because the time spent is less. And presumably the consumer knew what they were going into when they started. Certain directors create certain styles of movie. Certain writers write specific types of fiction. On the other hand somebody playing an epic role-playing video-game trilogy is going to *expect* to be the hero and save the universe. That's why they are playing the game. When expectations don't match reality, disappointment is created. It might be an artistic/creative move to go with a different style of ending but I feel its the wrong choice, especially for a videogame *trilogy*. Make your middle game bleak if you want to, but end the series on a high note.


Pay attention here, Bioware. This man is everything that was right with the company. What he is saying is exactly how most of us players feel. DA:O was one of your most successful games, and the fact that its lead designer no longer works for you is a clear foreshadowing of why you will go downhill once people are done with ME3.


Why is it so difficult to understand, I wonder?

Yes, part of what makes ME1 and 2 endings satisfying for me, is get that speech for of awesomeness about preparing for the reapers, and or tell TIM to go f*** himself.

ME3 ending should be heroic, of course remembering what we lost, but also what we have for the present and future.

Edit: not the ending, ONE of possible the endings.

Modifié par RyuGuitarFreak, 17 mars 2012 - 04:24 .


#61
TobyTucker

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Atakuma wrote...

He makes valid points, with the exception of the whole "entitlement is a right" part. People Have the right to be upset and voice their complaints, but they are not entitled to anything and that attitude shouldn't be encouraged.


I think we are "entitled" to the game we were promised. If we had been told before the game was released that our choices throughout the game would have a negligable impact on the ending and that we would end up with more questions than ever before at the conclusion of the game, that would be a different story. But that wasn't what we were promised, was it?

#62
AbsolutGrndZer0

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Kastien wrote...

I think if this guy was involved in the Mass Effect story more, there would be fewer of us enraged and on the forums for 2 weeks straight, and more of us replaying the game over and over.


I am replayng Mass Effect now with full intention to take my new character all the way through ME2 and 3.  I'm just taking a break while I cook dinner to read the rage on the forums and laugh at it.

#63
Bendok

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Well, if he was a lead DAO designer he has some respect from me.

He brought up something that people dont' say enough.... life is crappy enough, we use video games for escapism and want the heroic ending. The artsy endings are definitely better suited to a 2 hour movie, not a 150 hour magnum opus that the player partially drives.

Doesn't mean it needs to be a disney ending, just a satisfying ending.

#64
Han Shot First

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On the other hand somebody playing an epic role-playing video-game trilogy is going to *expect* to be the hero and save the universe. That's why they are playing the game. When expectations don't match reality, disappointment is created. It might be an artistic/creative move to go with a different style of ending but I feel its the wrong choice, especially for a videogame *trilogy*. Make your middle game bleak if you want to, but end the series on a high note.



And he is absolutely 100% on the money.

The bleak, depressing tone of the story was totally appropriate for about 95% of the game, when Shepard and the civilizations of the galaxy are fighting a losing battle. The dark tone of the story in Mass Effect 3 is part of what made it such an amazing game. But it was mistake to end it all on the same note.

That isn't to say that people on the team, including Shepard, shouldn't die in the end. An ending where everyone lived would not have made any sense, considering the stakes involved. Just that the ending has to be worthy of those characters' deaths. Their sacrifices have to feel worthwhile.

Modifié par Han Shot First, 17 mars 2012 - 05:07 .


#65
Levvi

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Dean_the_Young wrote...

chengthao wrote...

the exploding relays would counter the "everyone is alive" arguement

If every sort of explosion were the same. Fortunately, they're not, nor are they ever implied to be.

plus no one knows how to build relays, hence why no one has built any

Besides the Protheans, who proved that it can be done? And the FTL com bouys, which are simply primitive mass relays?

You confuse current capability for potential. Not being able to do something now doesn't mean you can't do it later.

Except the Protheans "copied" a relay. Without being able to use the others to study /as a reference, they wouldn't have been able to do it. And even if they could, the Protheans are far more advanced than any of the species. The Asari are, in Javik's own words, primitive compared to the Protheans. 

#66
Redstar6

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Tazzmission wrote...

Redstar6 wrote...

ncknck wrote...

Good thing he was fired. Mass Effect is not an answer to his problems in life or lack of imagination. Its an immersive and epic drama story. Deal with it.

When did it become a drama?


i hope your kidding


mass effect has always had some form of drama in it to say it hasnt is just not right at all

how is the virmire situation not dramatic? you had to make a choice of who to save......


heck how was me3 not dramtic? if anything the drama grew alot better in it





I never said it didnt have dramitic parts but no where is it an epic drama. This isnt hamlet.

Modifié par Redstar6, 17 mars 2012 - 05:11 .


#67
Mole267

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Lead designer from Dragon Age 1 doesn't work for BioWare anymore?? Well, that explains why Dragon Age 2 sucked.

ME3 probably won't beat Skyrim for GOTY, but BioWare still did a great job on it.

#68
GME_ThorianCreeper

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Doofe2012 wrote...


2. End on a positive note. This is really important for video games... life in general is full of ****ty stuff happening all the time. When I invest a hundred hours into a game I need to walk away feeling like a hero. When you waste a couple hours of a person's life with an artsy/depressing movie or short story or even a novel, it is more forgivable because the time spent is less. And presumably the consumer knew what they were going into when they started. Certain directors create certain styles of movie. Certain writers write specific types of fiction. On the other hand somebody playing an epic role-playing video-game trilogy is going to *expect* to be the hero and save the universe. That's why they are playing the game. When expectations don't match reality, disappointment is created. It might be an artistic/creative move to go with a different style of ending but I feel its the wrong choice, especially for a videogame *trilogy*. Make your middle game bleak if you want to, but end the series on a high note.[/i]

I completely disagree with this, ending each video game with a happy ending is expected, boring, and cliche.  I think it is great when games end with like the main character dying or you get defeated or something.  It makes it way more original then a "HEY, YOU WIN!" sort of thing.

Modifié par GME_ThorianCreeper, 17 mars 2012 - 05:15 .


#69
Redstar6

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GME_ThorianCreeper wrote...

Doofe2012 wrote...


2. End on a positive note. This is really important for video games... life in general is full of ****ty stuff happening all the time. When I invest a hundred hours into a game I need to walk away feeling like a hero. When you waste a couple hours of a person's life with an artsy/depressing movie or short story or even a novel, it is more forgivable because the time spent is less. And presumably the consumer knew what they were going into when they started. Certain directors create certain styles of movie. Certain writers write specific types of fiction. On the other hand somebody playing an epic role-playing video-game trilogy is going to *expect* to be the hero and save the universe. That's why they are playing the game. When expectations don't match reality, disappointment is created. It might be an artistic/creative move to go with a different style of ending but I feel its the wrong choice, especially for a videogame *trilogy*. Make your middle game bleak if you want to, but end the series on a high note.[/i]

I completely disagree with this, ending each video game with a happy ending is expected, boring, and cliche.  I think it is great when games end with like the main character dying or you get defeated or something.  It makes it way more original then a "HEY, YOU WIN!" sort of thing.

Dude I understand where your comming from but that would just be depressing as all get out. I would return a game instantly if I knew at the end I would get you "you still lose" ending.

#70
GME_ThorianCreeper

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Redstar6 wrote...

GME_ThorianCreeper wrote...

Doofe2012 wrote...


2. End on a positive note. This is really important for video games... life in general is full of ****ty stuff happening all the time. When I invest a hundred hours into a game I need to walk away feeling like a hero. When you waste a couple hours of a person's life with an artsy/depressing movie or short story or even a novel, it is more forgivable because the time spent is less. And presumably the consumer knew what they were going into when they started. Certain directors create certain styles of movie. Certain writers write specific types of fiction. On the other hand somebody playing an epic role-playing video-game trilogy is going to *expect* to be the hero and save the universe. That's why they are playing the game. When expectations don't match reality, disappointment is created. It might be an artistic/creative move to go with a different style of ending but I feel its the wrong choice, especially for a videogame *trilogy*. Make your middle game bleak if you want to, but end the series on a high note.[/i]

I completely disagree with this, ending each video game with a happy ending is expected, boring, and cliche.  I think it is great when games end with like the main character dying or you get defeated or something.  It makes it way more original then a "HEY, YOU WIN!" sort of thing.

Dude I understand where your comming from but that would just be depressing as all get out. I would return a game instantly if I knew at the end I would get you "you still lose" ending.

I bought Halo Reach knowing full well what the fate of my spartan would be.

#71
Grimord

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I couldn't have said it any better. When I win the lottery I'mma hire that man!

#72
Han Shot First

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Mole267 wrote...

Lead designer from Dragon Age 1 doesn't work for BioWare anymore?? Well, that explains why Dragon Age 2 sucked.

ME3 probably won't beat Skyrim for GOTY, but BioWare still did a great job on it.



It should, but it won't.

Skyrim and all Bethesda games are highly overrated, IMO. Though to be fair that could also just be my personal preference. In Bethesda RPGs the world is the main focus while with Bioware the focus is on the characters that populate the world, and I prefer the latter.

#73
Redstar6

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GME_ThorianCreeper wrote...

Redstar6 wrote...

GME_ThorianCreeper wrote...

Doofe2012 wrote...


2. End on a positive note. This is really important for video games... life in general is full of ****ty stuff happening all the time. When I invest a hundred hours into a game I need to walk away feeling like a hero. When you waste a couple hours of a person's life with an artsy/depressing movie or short story or even a novel, it is more forgivable because the time spent is less. And presumably the consumer knew what they were going into when they started. Certain directors create certain styles of movie. Certain writers write specific types of fiction. On the other hand somebody playing an epic role-playing video-game trilogy is going to *expect* to be the hero and save the universe. That's why they are playing the game. When expectations don't match reality, disappointment is created. It might be an artistic/creative move to go with a different style of ending but I feel its the wrong choice, especially for a videogame *trilogy*. Make your middle game bleak if you want to, but end the series on a high note.[/i]

I completely disagree with this, ending each video game with a happy ending is expected, boring, and cliche.  I think it is great when games end with like the main character dying or you get defeated or something.  It makes it way more original then a "HEY, YOU WIN!" sort of thing.

Dude I understand where your comming from but that would just be depressing as all get out. I would return a game instantly if I knew at the end I would get you "you still lose" ending.

I bought Halo Reach knowing full well what the fate of my spartan would be.

But they didnt lose...

#74
AdeptusAstartes

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Redstar6 wrote...

GME_ThorianCreeper wrote...

Redstar6 wrote...

GME_ThorianCreeper wrote...

Doofe2012 wrote...


2. End on a positive note. This is really important for video games... life in general is full of ****ty stuff happening all the time. When I invest a hundred hours into a game I need to walk away feeling like a hero. When you waste a couple hours of a person's life with an artsy/depressing movie or short story or even a novel, it is more forgivable because the time spent is less. And presumably the consumer knew what they were going into when they started. Certain directors create certain styles of movie. Certain writers write specific types of fiction. On the other hand somebody playing an epic role-playing video-game trilogy is going to *expect* to be the hero and save the universe. That's why they are playing the game. When expectations don't match reality, disappointment is created. It might be an artistic/creative move to go with a different style of ending but I feel its the wrong choice, especially for a videogame *trilogy*. Make your middle game bleak if you want to, but end the series on a high note.[/i]

I completely disagree with this, ending each video game with a happy ending is expected, boring, and cliche.  I think it is great when games end with like the main character dying or you get defeated or something.  It makes it way more original then a "HEY, YOU WIN!" sort of thing.

Dude I understand where your comming from but that would just be depressing as all get out. I would return a game instantly if I knew at the end I would get you "you still lose" ending.

I bought Halo Reach knowing full well what the fate of my spartan would be.

But they didnt lose...


Someone doesn't grasp that ending on a high note doesn't mean a sunshine and unicorns ending. Reach's ending was sad, but you still had the benefit of knowing that your actions were what provided the Master Chief with what he would end up using to save the galaxy. So the tragic death of most of Noble Team was indeed a downer, there was still an overwhelmingly positive feeling from knowing that what you did mattered.

Modifié par AdeptusAstartes, 17 mars 2012 - 05:31 .


#75
Wildhide

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simfamSP wrote...

Atakuma wrote...

Skelter192 wrote...

Too bad he's a former employee.

Eh, he's overrated.


And underrated by some...

As for 'positive note,' I think what Brent is trying to say is that in a ending to a game, the protagonist needs to walk of with a feeling of accomplishment. Not necessarily having a 'disney' ending, but something to be proud of in the end. 

Planescape: Torment is a perfect example as how a story can end in tragedy, but still have that "wow" factor when finishing. TNO is left to redeem himself for his past, but the everything you wanted to know was wrapped up.


Exactly!  Even in the end of DA:O if you choose to die, you still feel accomplished, and you get a funeral and still find out what happens in the end.

And that goes for most games I play.  Though I prefer hero lives, things might be crappy, but you can rebuild and go on.  Say maybe the hero's team all die, but his dog lives and they walk into the sunset together.

PS.  Doesn't mean I think the team should die as drama for the sake of drama.

Modifié par Wildhide, 17 mars 2012 - 05:37 .