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ME3 Suggested Changes Feedback Thread - Spoilers Allowed


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#351
DigitalMaster37

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Hello Jessica and thanks for making this thread first of all.

Here are my requests:


First and foremost please take my first request seriously - I want blue babies (yeah I know, crazy right?)

I honestly do not want much to change other than the last five minutes. I want a better explanation to the reapers motives and the history behind it, but even more important than that to me is the resolution of all the squadmates and what happens to them. Also if Shepard indeed survives, can we at least see an idea of what happens afterward, like him recovering while being awarded medals and such for saving the world or if that is too much, maybe just living happily ever after with his/her love interest (liara being that for me) :D

That is really all I felt was missing, other than that, this game is the best game I've ever played, and that is saying a lot. I'm a game-a-holic.


Again, thanks for making this thread. 

#352
dakka dakka

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use these videos as blueprints and guides for future ME3 content. Boom done mission accomplished.

best Indoctrination theory video out there:


Best video review of what is wrong with the endings, spelling it out so no one can misinterpret.


#353
DarthSyphilis59

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FirstBlood XL wrote...

General Distress wrote...

I agree with the general consensus..
And:
It was sad that Shepard did surrender in the end. Accepting the catalysts logic without question feels weak and spineless and is totally out of character. After all it's the Reaper Overlord. Why trust him?


I've been saying this to myself and whoever will listen since I first was seeing it happen in-game.  It's insanity. 

Indoctrination is the only way to fix this (within realistic limits).  Everything after being hit by the Reaper laser is a battle within Shep's mind to fight the final stages of indoctrination.  Choosing "Destroy" defeats the indoctrination attempt and Shep wakes within the rubble (the 15 sec or so 'special' ending) to finish the battle.

At this point, War Assets need to be re-introduced as IMPORTANT.  They're needed to fight a path thru reaper forces to find our baddly beaten Shephard, to patch him up, get him ready for the final push.  There need to be moments where Shep will seem to be overwhelmed, but thank the Goddess that he managed to get XXXX species on his side, cause here comes the calvary TO SAVE SHEPHARD, AS HE HAS SAVED THEM COUNTLESS TIMES IN THE SERIES.

Here's an example.  In the final wave of enemies that attack Shephard and crew, while defending the heavy artillery, it seems as though the powerful enemies just won't stop and Shep will be overwhelmed.  But then, at the last moment, Wrex/Grunt/Both show up with their Krogan forces and form a perimeter around Shephard and crew, and use their brute strength to protect them until the missile is able to be fired.  That would be an emotionally impactful moment... but instead, we got the standard 'fight waves of enemies until the game decides to tell you to run to the computer and hit 'A'.

How about The Salarian STG commander who promises his support, why not have him show up in a powerfully emotional way to help Shephard in a moment of true need?

These are just important as the last few minutes with the Space-kid AI.  I felt gutted when nothing seemed to pay off in the final battles on Earth.  I felt alone.  And I felt like a video game with poorly designed climax... took me out of the story to have no impactful moments there.

It may be too late to fix THOSE particular moments, but after Shep wakes up from the Reaper blast's rubble... there would be new oppertunties for War Assets and species our Shephards have interacted with to prove usefull.  

For the record, I'm a 30 yr old father of two.  I've played video games since I can remember.  I've NEVER registered with a video game forum and posted my thoughts.  That's how close this trilogy is to perfection in my eyes.  It felt like a punch to the stomach when it failed me within that last mission. 

Positives:

Story-wise, everything before Earth's missions.  Mordin and Legion's sacrifices meant something... and were incredibly sad (but in a 'good' way). 

The score is haunting and beautiful... best I've ever heard in a video game.

You're so close to creating a masterpiece, BW.  Please, please... finish this story the right way.




This is great info too!!! Thanks!!!:)

#354
WhooMovingTarget

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Mass Effect as a story of Commander Shepard is a very personal story.

The ending unfortunately, especially the last 10-15 minutes, is largely impersonal.

After the death of Anderson, there is ultimately no closure.

We leave the Mass Effect Universe in shambles, but we never know what happened to those we grew to care about over the course of our play throughs.

We don't ultimately need a 'Happy ending'.

What is needed is an ending.

We want to know what happens in the aftermath between the Geth and Quarians, the Krogan, Salarians and Turians.

The impact of the Asari hoarding the Prothean Thessia beacon. Many others.

Heck, I'd like to know what happened to everyone on the Citadel after the reapers moved it. I owe Conrad Verner a beer for taking a 'bullet' for me.

I am not going to say 'I want it this way', I ultimately leave it up to Bioware staff and writers.

But we want to know the stories of the people we've come to know and love.

Gruff old Commander Bailey, Liara's Dad, Yeoman Chambers, hell Staff Sgt. Gardner, Dr Michel, all the others.

We care about this Universe Bioware.

And we know that you do to.

Show us that you love this universe as much as we do. Thats all we ask.

#355
TMA LIVE

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One complaint about ME3 is how I felt like there wasn't enough random N7 content. 95% of the missions involved you running into someone from the other games. Though it was great to meet everyone again, by the time I met Jacob I was feeling a bit of cameo overload. The Milk Way felt very small world, when I'm constantly running into someone from the past.

Also, Straight Femshep kind of got it bad. Not only did they not get a new LI for ME3, but they also "lost" 2 Li's (Thane and Jacob). So they were stuck with Kaidan. And if they refused him the first time, I imagine they wanted to refuse him the second time.

I didn't like only having two options most of the time. Even worse when the investigation option turns into the third option without me realizing it. But since it's mostly two options, it almost breaks it down to "Paragon response" and "Renegade response". Which I didn't like, because it limits my roleplaying options. It makes it too clear that one is for good guys, and the other is for bad guys. And nothing in between. it also limited the player to be more custom with creating Shepard. Like the bit about Ash/Kaidan's death on Virmire. I'm given two options A) Talk about missing Kaidan/Ash. Or B) Don't talk at all. Which I didn't like. I wish I had another option, like talking about Mordin's death since it recently happened, or discuss having the dream. Too many times, it's "follow the emotional path" or "skip it". You're not given another alternative.

And here's a complaint I've had since ME1. I don't like knowing "This is a charm option". Because it hurts my roleplaying as well. Because it's glowing blue or red, I know the other options don't matter. If you want to "win", you need to pick one of those. And I don't like knowing that. I like reacting based off my gut, and learn if it was bad or good after the fact. Or if I succeeded or failed, I'll simply learn after the fact. But by them being clearly marked, it's hard to pick another option, when the red and blue ones are the "win" options.

I know some people do want things to be more clear and mapped out. That they want to know what's the "good" or "win" options. But I don't. I'd rather they were random, and not marked.

Modifié par TMA LIVE, 17 mars 2012 - 04:03 .


#356
jcmccorm

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Requesting the, "Same Sex Encounters DLC" package to be made available.You know what to do. Finally produce some of that slash fiction that fans end up creating on their own.

#357
Guest_ConVito_*

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My own preferences? Bare minimum, I really want an epilogue to explain what happened to the galaxy based on my choices throughout the series.

That's just the minimum, but what I really reeeeeeeeally want is for indoctrination theory to be true, for an ending available where Shep is alive, can be with his/her LI, the relays aren't destroyed (or at least if they are, provide a way for the races of the galaxy to still be in contact and have the ability to create new relays to their own specifications, rather than those of the reapers), if synthetics still have to be destroyed, at least spare EDI (please?), and that's pretty much it.

I don't mean I want that to be the main ending. There definitely needs to be levels based on military strength, like certain people die if you don't have enough, stuff like that. But please please PLEASE change how EMS, TMS, and galactic readiness work. Make it possible for anyone to get the absolute, 100% BEST ending just through single player. You don't have to make it easy, of course. Players would need to literally scour the galaxy in search of every last quest and resource to pull it off (of course there would need to be a little wiggle room to accommodate for different playstyles, but only just enough to ensure anyone can get it but they still really have to work for it.)

All I can think of for now. I'll always be a completely loyal BioWare fan, no matter what. But it'd just be real swell if you could do some of this. Thanks for listening! We love you!

#358
V0RP4L

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Also this video speaks for itself, besides the plot holes of the ending its the same ending for all the options really. Also not 16 endings, there are 3 (1 technically)


Modifié par V0RP4L, 17 mars 2012 - 03:58 .


#359
Dridengx

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stevesyanks17hotmail.com wrote...

Don't change anything. Don't give in to the whiners.


I love this idea!

Diego L7D wrote...

I would really appreciate if you
improve the Journal, the new system is really bad, I think the journal
in ME2 worked just fine.


A legitimate complaint and good suggestion

#360
LostHero2k9

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hmm yeah a possible happy ending wouldn't be bad either.
you could make it so that shep loses a leg or something so that he really has to retire from active duty and live in peace with his LI.

this way you could garuantee that the storry around shep definitly ends with ME3 ;).

#361
iamthespark

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Thanks for this space. I am surprised that you guys are going out of your way to respond to fans on a Friday night. There was so much that bioware did right, way more than it did "wrong" (and I would feel as though I'm nit-picking to point out things).

My feedback is thank you so much for the same-sex content, liara and traynor were so well written and voice acted. I am so proud that a Canadian company is breaking ground this way. Cheers!

#362
HenchxNarf

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Diego L7D wrote...

I would really appreciate if you improve the Journal, the new system is really bad, I think the journal in ME2 worked just fine.


I think this might be the only real, legit complaint there is. ME2 journal was amazing, I didn't really have to look for anything lol

#363
DarthSyphilis59

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dakka dakka wrote...

use these videos as blueprints and guides for future ME3 content. Boom done mission accomplished.

best Indoctrination theory video out there:


Best video review of what is wrong with the endings, spelling it out so no one can misinterpret.



Ditto my friend!!!

#364
PoetKnight

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I have followed some of the developers who created this game even BEFORE they formed Bioware. And I never ever had a major disappointment with any of their games...until Mass Effect 3. This series had been special to me, ranking with Dragon Age as something that moved me emotionally. Something that inspired me and kept me daydreaming about it.

As a writer I felt Mass Effect 3 endings were both a complete and utter derpature from what the fans wanted and the entire history of the series (being the exact opposite of everything) but also an incredible and extremely obvious comercial stunt. (unless we are to believe the "Indoctrination Theory" is true, in which case it was an extremely risky attempt for greatness)

So Bioware...you, the developers said you were listening. Well then listen you don't to listen much more.
The promises showed on this thread are what we expected. We expected continuity and reason, not a complete departure from everything the series stood for combined with some "cosmic" mysticism and vague answers. We expected the solid plot you managed to deliver up to the last 15 mins. Not dozens of combined plotholes that several threads and even some more sensible game reviewers already mentioned.

What we expected is what we were told to from the moment you began to develop ME 1. Or even better, we expected what Bioware always managed to do until now. The best, deepest and most touching stories ever created for games combined with stunning endings that are consistent, emotional, logical, and that allow us to see the results of our choices develop and flourish(or destroy).

You did that before, and can do that again.

#365
Fox544

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The game would be amazing with "The Golden Ending". However a couple more suggestions would be a better tali reveal and less famous NPC deaths by email.

#366
iceman 5-1

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primalgoose wrote...

I would like an ending to make sense. One where all the choices made throughout the games all come together and show you what you have accomplished.
But honestly, I just want Shep and their LI to be able to have a happy ending.
The character has been through hell and back twice, I think it would be a brilliant way to end the series.
Hell, if there is a ME4 it could carry on the Shep legacy through their children.

I'd have to agree with you that would be a great ending.

#367
IronMadness

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This fix will be free? or is a move for fans to give them more money?. Before making your work and give them ideas please, PLEASE say if this will be a free DLC or not.

#368
MB123

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I think there should have been something akin to loyalty missions. Despite less characters, I still felt that squadmate interaction was not deeper than ME2. Though conversations are very limited in both, at least in 2 each character had a personal quest that gave insight about their background and made them relevant.

#369
HenchxNarf

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iamthespark wrote...

Thanks for this space. I am surprised that you guys are going out of your way to respond to fans on a Friday night. There was so much that bioware did right, way more than it did "wrong" (and I would feel as though I'm nit-picking to point out things).

My feedback is thank you so much for the same-sex content, liara and traynor were so well written and voice acted. I am so proud that a Canadian company is breaking ground this way. Cheers!



Cortez was amazing too! And I agree with you. :)

#370
Sywen

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I want an option for a happy ending with my LI. Even if I have to work really hard to get there, I need that. I want to end the game feeling like a hero. I want to know I saved the day. I want options. I want the reapers to win, I want to sacrifice one of my shepards and I want a happy ending. I think the endings of Dragon Age Origins is a perfect example. When I played that game, I tried all the endings once. The only one I did more then once was the dark pact.

I know this seems really silly, but I have never been so depressed after finishing the game. After I finished, my husband called from Afghanistan and I was just bawling. He thought someone had died. I was that upset for days.

I play games to forget real life for a bit and the ending just made me feel bleak. No amount of "head canon" can erase that. ME universe was my potato chips and ice cream. A place I could escape for awhile, the ending made me want to never go back. The last 10 minutes ruined the whole universe for me.

What I want most of all is a reason to replay this game. I can't do that as it stands now.

#371
Roosterfeet

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This article from Rock Paper Shotgun sums up my feelings pretty well www.rockpapershotgun.com/2012/03/14/mass-effect-3-the-end-of-an-epic/

And this statement in particular, "In Bioware’s case, things are admittedly slightly different – it’s not really an extra question that screws things up, but an unnecessary answer. Everything that happens between dealing with the Illusive Man and the Mass Effect relays going boom should have been cut. The series was absolutely fine when it was the Lovecraftian menace of the Reapers, and lord only knows why Bioware suddenly decided that a big picture of multiple cycles of civilisation combining their resources to take out a threat to all life suddenly wasn’t big enough to roll credits on. No matter how good the new idea, or how well written, there was simply no need to add a new layer, with Casper the Genocidal Ghost showing up to take credit for the series in the last few seconds."  -Rock Paper Shotgun

What's done is done and I would hate to see the ending changed.  It would feel false.  In fact, to me, Shepard's sacrifice seems absolutly right, but the context of that last choice gnaws at me. I think I would feel better about the ending if we had a detailed explanation of the logic behind the catalyst and the three choices.  Also, I will feel extremely cheated if some DLC reveals the ending to be a halucination.

#372
lookingglassmind

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http://w11.zetaboard...opic/7688087/1/

Modifié par lookingglassmind, 17 mars 2012 - 04:00 .


#373
PsylenceRD

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[**Moderator edit to clean up pesky MS Word code.  Worse than the Reapers!**]

Alright. Well, let's start this with what I liked about Mass Effect 3:

Mordin, Thane, Legion - Their deaths mean something. They are potent and moving. Each one has a sense of what's lost and the gain you recieve from it. Each one is an almost inevitability. Mordin is because of his moral dilemma. Thane was already going to, seeing it and the way it ended was the important though his impact just prior was equally so. Legion... there's nothing more to say about that in a way, it was perfect. Each of their deaths had real, meaningful and lasting impact and that's why I bring them up. Because now let's address the one that I don't like.

Shepard - No real solid grasp of the importance of their death. You blindly accept it as a character, no questions, no alternates, no way to even attempt to avoid it or find another way. Just "Oh, okay, cool. I'm out!" Yes, the kill all synthetics, seeing that gasp of air... but that means so little if anything. It could be a deaththrow, it could be survival, but nothing is clear, nothing has meaning because the death was forced. I think you might be surprised how many would easily accept Shepard's death if it felt like it was on their terms.

There was a thrown in surprise "twist" that's really rather poor. The "star child"? Left field much? Not only that, but this is the thing that Shepard just immediately trusts. No questions asked, just "Oh, those are my only options".

Then you reach the fact that the cinematic after that makes no sense! Okay, so Joker somehow picks up everyone and makes a break for it? Ditching Shepard? That doesn't sound like Joker at all. They crash and all of them are all smiles? Uhhh yeah... I'm pretty just my character's love interestwould be worried/concerned/anything but smiling. After all, they were apparently just forced onto the Normandy by someone, after Joker somehow got down there, ditching their significant other who as far as they know is still alive since they got inside the Citadel. How does that even begin to make sense? Any of that? 
Let's go further, as far as we know when Mass Relay's explode they take out solar systems... so everyone's dead? Let's even say they didn't blow up and kill off whole solar systems. That entire fleet is now more or less stranded at earth, with at least one of those species lack a means to get food for themselves. That's assuming that they even made it off their ships in time, since apparently all their ships are blown up like the Normandy. Let's not forget that they probably have families as well, that they will -never- see again. How about the others worlds? Every world is self-sufficient? I find that a little doubtful to say the least, which means that probably millions of people are going to starve after the fact. So Shepard has "saved" the galaxy from the Reapers, just to kill millions through starvation and probably doom a lot of systems to piracy or other forms of infighting since the majority of their militaries are elsewhere. What about all the people in those fleets?

So, let's sum up what happened to Shepard as a character: He was blown up, forced to(without question) blindly accept a thing that apparently controls the Reapers and mindlessly throw his life away. In doing so, the love
of his life is apparently happy about it, he's destroyed the entire fleet and destroyed all their families, and he's doomed millions(or billions) to die of starvation. Yay me?

So, what do I have a problem with? The ending was poorly executed, it lacked options(a defining thing to Mass Effect as a series), it felt like someone else's ending(not my own in the least), it was forced upon you with a feeling reminiscent of Deus ex Machina and I have no idea what happens to the galaxy outside of the logical conclusion(death by starvation and piracy, not to mention forced back in technology by thousands of years).  Shepard living or dying isn't nearly as consequential as the way in which it's executed. In this case, it was poorly executed since apparently Shepard was destined to obliterate just as much of the galaxy as the Reapers(in more painful ways), set everyone back thousands of years and have zero impact on his friends(since they apparently will ditch him once they think the fight is going poorly). Do I necessarily want a happy ending? No. I just want a meaningful ending that provides what was promised(Remember? You guys said it wouldn’t be like “Lost” – well it is! Not to mention we can, literally, say we chose “A, B, or C”, which you said wouldn’t be possible).

*edit* Quick addendum - Don't use internet stock photos! C'mon! The very last stargazer or whatever scene is a photoshoped stock and so is Tali!

Modifié par PsylenceRD, 17 mars 2012 - 04:08 .


#374
SamFlagg

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Ok....almost done probably.

1.) You don't need to completely get rid of the endings that already exist.  Though they probably should be tweaked both with cutscenes that show some variety, and have control and synthesis not destroy the mass relays. (Shep dies Relays live)  (And control could be such a great reneagade option, you get to save earth but go reap everyone else)  It would really just need some dialogue rewrites and some updated cutscenes to better reflect whats happening.  Honestly the synthesis ending can probably stay how it is (except for Joker)  Just because I happen to intensely dislike all of the endings in the game doesn't mean that those endings should be removed for other players.  (Just tweaked a bit so it isn't everyone dies, and the relays too)

2.) Both the indoctrination theory and the 4th choice in the room of light desire (mr prefered climactic ending) pretty much start at the end, leaving most of what you have in place except for maybe some cleaned up dialogue.  (Also I think both options have the Kid eventually as Harbinger.  You know you want the kid to be Harbinger too.  Just give in.)

3.) The indoctrination theory clearly has a lot of support, and whether or not some art designer decided to sneak some things in that would accidently lend credence to it I don't know.  What I do know is that that option would please a fair amount.  If bioware chooses to use it though good luck.  It's a great explanation of the events and waking up on earth.  It's mind boggling to thing of what Shepard should do when he wakes up.  Run to the conduit again? *shrugs*

4.)  The main thing about the endings always boils down to "The people who like the endings, we want them to be able to experience them.  The people who want the disney ending, we want them to have that too.  And we want the people who have to sacrifice one of their squad or all of their squad to see theirs as well."  I know the intent was to try and create unity in thought at the end, but it backfired somewhat drastically.

5.) And finally in relation to number 4.  You should simply admit up front that whatever happens.  It happens to our Shepard.  And acknowledge that if there is an ME4 sometime down the road, you'll probably have to choose whether or not the relays got destroyed.  But that way we all gain our closure and catharsis from this game, and can only be slightly annoyed when the galaxy turned out a little differently than we envisioned in an ME4.  (And do not under any circumstances pull another Deux Ex and tell us that all three endings that we currently have and any possible future endings all happened at once :whistle:

Done for real now.  (probably)

#375
bwFex

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Let's get started, shall we?


Turn the Star-Child scene from absurd to awesome by using the Indoctrination Theory we've made for you.

The biggest complaint your fans have is that the final five minutes of the game is absurd. It's disjointed, it doesn't fit within the ME universe, and it simply feels like a non-sequitor tacked on at the last minute because you didn't have enough time to finish the ending you really wanted to do.

Fortunately, your wonderful fans have solved this problem for you, because you already did most of the hard work for us. You have hints and clues of Shepard's subtle indoctrination all throughout the game, finally culminating in what many of your gamers assumed to be the obvious truth: the final fifteen minutes of the game were a hallucination sparked by Harbinger trying to indoctrinate Shepard.

If you're not familiar with the theory, you should be. It's all over the internet. Green option means you were indoctrinated (with the same lie used on Saren). Blue option means you were indoctrinated (with the same lie used on TIM). Red option with low EMS means you rejected the indoctrination, but were killed out in the real world because your ground forces were too weak to protect the Conduit while they looked for you. Red option with high EMS means you rejected the indoctrination attempt, and your ground military found you and rescued you after you woke up.

After that, you just have to give us the real ending.

Make our War Assets really matter.

I love the war assets concept. I think it's brilliant. I think it's an elegant way to handle a massive amount of tiny little things all adding up into a giant force. The problem is that right now, there is absolutely zero indication to the user what their war assets were actually good for. Even if they go online and look it up, it still makes zero sense. Why does my army strength change the effects of the non-sequitor space magic? Isn't red space magic going to destroy earth whether I have ten ships in orbit or fifty? It just doesn't make sense.

Instead, you need to use the War Assets in a way that makes sense. Obviously, the "perfect world" solution would be to actually show each individual asset in action, or to even let us decide where each asset is assigned (this was awesome, in the final battle of Dragon Age: Origins). But obviously, there is way, way more content in ME3 than in DA:O. And that's fine. We're not expecting that much out of you.

We just need to know that that cumulative number really makes a difference. Personally, I liked my idea of using the War Asset rating to establish time limits and difficulty levels for the final boss - but you'll see that in a little bit when I post my fanfic.

Give us an epilogue slideshow, exactly how you did it in Dragon Age: Origins.

We already saw the conclusions of a lot of story arcs throughout the course of the game. You don't have to give us a lot more closure in terms of content: it's just a psychological thing. We need to have that catharsis at the very end of the game, as credits are rolling, so that we can see that all of our choices had a real impact.

"Show, don't tell" is a great rule, but only if you show us everything. That's obviously impractical here. A slideshow will be fine. One slide for each race/species, one for each surviving squadmate and major NPC, and maybe a couple for any of the more prominent minor NPCs (Aria, Kelly Chambers, Conrad Verner).

Give us a funeral scene, so we can see exactly who lived and who died.

This was one of the most frustrating things for a lot of people, besides the ridiculous ending. Not knowing everyone's fate was very difficult to deal with. Sure, you want to leave a little bit of mystery, but there's a point where you're giving out so little information it's ridiculous. You can't possibly have expected people to be satisfied with what you gave us.

Leave our galaxy in a state where it can be reasonably repaired.

Sacrifice is one thing. Cities can be rebuilt. Heroes can be remembered. Cultures can regrow.

I'm even okay with the destruction of the Citadel. Sure, it was one of the coolest structures in the franchise, but it's not the defining element of the Mass Effect universe. Personally, I'd rather spend my time on Omega.

The destruction of the Mass Relays - even if you ignore the fact that their energy release should have wiped out the entire star system - is not something we can rebuild. It took the Protheans, at the peak of their evolution and technological prowess, an exorberant amount of time, money, and research to build a *single* uni-directional relay. Given the state of our galaxy in the current ending, there's a good chance we'd slip into a technological and industrial dark age for so long that we'd forget the relays ever existed - let alone start rebuilding them.

Success should be an option, even if we have to work our asses off for it.

In my opinion, Mass Effect 2 did this wonderfully. Failure was a very real option, but so was success. If you had a perfect gameplan, and you put a massive amount of work into it, you could walk off of that Collector ship with minimal losses to the people you cared about most: yourself and your squadmates.

I know sacrifice is an important theme, and if people need to die for meaningful reasons (Mordin for the genophage, Thane to protect the Council), that's fine. But don't go around killing people just for the sake of killing them. Every single one of the endings currently in ME3, if interpreted literally, feels like a forced failure. There's a difference between giving the player a hard choice (do I want to sacrifice the Sol system to save the rest of the galaxy?) and making every choice feel like an abysmal defeat.

Forced failure is not fun.

It's one thing to fail because I messed up. But when I am doomed to fail, it makes it very hard to really care about what I'm doing.

Shepard should die in almost all situations. His story was built for sacrifice. But it should not be impossible for him to live, with a near-perfectly-played game, even if it requires us to go back and play every single side-quest of ME1/ME2.





Example

Earlier this week, I wrote up an example of what I'd like to see in a fanfic/prediction. It was well-received on Reddit, so I figure I'll share it here. Enjoy.

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First, the current "endings" are canon, and remain in the game. They simply aren't what they seem to be. The only change to them is we ditch the Normandy crash and the jungle scene, because those simply don't make any sense, even in the context of a hallucination.


If you pick blue/green, or if your EMS is low, everything stays the same. That's how the game ends for you, and you're left scratching your head.


If you pick red and your EMS is high, these events happen after the "rubble" scene.


Part 1 - London: Wake Up

Anderson sees you struggling to get up and runs over to help you. He tells you that you've been out for about an hour, and that Hammer team has set up a perimeter around the beam while search parties looked for you. He says that after the laser knocked you out, Harbinger's lights turned bright green and blue, and he stopped attacking. Shortly before you woke up, Harbinger's lights turned red and he started shaking violently, then flew away.

You meet up with your squadmates, and fight off reaper ground forces to get to the medbay, during which time you will explain that you had a vision after the blast, and you think it was indoctrination. You have a tense conversation with your squad, and ask them if they have what it takes to kill you, if it comes down to that.

Before they can answer, you're interrupted by Hackett over the radio.

"Good job with the Citadel, Hammer Team - the arms are opening."

Shepard replies, "We aren't in the Citadel, Hackett. Something's not right."

Hackett barks, "Well then you'd better get in there and figure out what's going on, Commander, because the Crucible is almost in position and we can't hold off the Reapers for long."

Harbinger swoops back down to Earth. The horn blares, and you can feel him raping your mind. The dark tendrils you had during the TIM vision reappear. You yell at Joker for some sort of backup. The Normandy swoops in and lays down heavy fire just as Harbinger is starting to shoop-da-woop, causing Harbinger to retreat. You, your squad, and Anderson use the opportunity to run into the portal. "Time to find out what's really on the other side," you say.

Part 2 - Inside the Keepers' Lair

Inside, you find yourself in a Keeper tunnel, just like in the vision, but there are no human bodies. Instead, you find dead Keepers, a couple of dead husks, and a single dead Cerberus soldier, who appears to be mutated or partially husked. Your squadmates point out the disfiguration. "Something's not right."

You proceed to the end of the tunnel, and open the door. It opens up to a massive room similar to the circular chasm from the indoctrination vision, but filled with Cerberus lab equipment, Cerberus soldiers, and holding cells containing Reaper units - very similar to the lab equipment on Sanctuary. At the far end of the room, TIM appears to be fiddling with a console.

"Shepard, good. I'm glad you could finally join us."

"When you blew up my lab on Sanctuary, we lost a lot of valuable data. Fortunately, the Reapers have been kind enough to provide us with a new base of operations. You see, they want to see humanity succeed as much as I do."

"Unfortunately, it appears that we were wrong about the Citadel. It may be part of the Catalyst, but it is not the only missing piece. We should be able to activate the Crucible from here, but it simply isn't responding. I'm beginning to think we might need you for that."

Shepard enters dialogue with TIM, and begins to suspect that the reason he can't activate the Crucible is because he is indoctrinated. Why else would the reapers bring him here? They don't want to be controlled - they're using TIM to stop Shepard from reaching the Crucible controls.

A renegade conversation leads to a fight. The paragon conversation seems to have an effect on TIM, and he slowly starts to admit he's indoctrinated and pulls his pistol to his own head, but he snaps out of it and orders his men to attack. As the fight begins, he retreats to a glass safe room overlooking the lab, dodging a few shots from Shepard along the way.

You, Anderson, and your squad start wiping out the Cerberus forces in the room. As the fight progresses, TIM begins opening up the containment cells, releasing Reaper forces who begin attacking you alongside the Cerberus troops, including a new type of unit: the mutated Cerberus soldier, like you saw out in the Keeper hallway.

While you are fighting, TIM tries to argue with you, rationalizing his experiments here, claiming that he was too close to controlling the Reapers to give up now. You try to explain that the Reapers are just using him, but he stutters and stammers, refusing to accept it.

Part 3 - The Final Battle

As the last few containment cells open up and you're down to just a few remaining enemy forces, a short cutscene begins. TIM seems to finally crack. He admits indoctrination, just like Matriarch Benezia on Noveria.
He tells you that the Crucible is a failsafe designed with a unique trigger: a test of will against indoctrination. The Catalyst is someone who can resist that indoctrination.

The Reapers are mindbanks of one of the very first spacefaring species in our galaxy, their solution to overpopulation. When the ancient species was building the reapers, some of their scientists felt that their plan to farm/harvest new life to sustain their own race was wrong, and designed a weapon that exploited the Reapers' indoctrination code, so that once a race had evolved with the readiness to face the Reapers and a will strong enough to resist indoctrination, they would be able to fight for their place in the galaxy.
TIM starts to spasm, choking and distorting in unnatural shapes. When he finally stops, he stands up slowly, his eyes glowing red, and speaks to you in Harbinger's voice.

"You have resisted us, but this one is ours. We will direct your demise *personally*."
In an explosion of flesh and steel, the illusive man bursts into a mechanical monstrosity. The final battle commences.

You are given a time limit based on your effective military score. If time runs out, you see a cutscene showing the reapers overwhelming your allied space forces, killing a race/fleet. One of the reapers fires a beam towards the crucible that kills one of the squadmates you have with you. The timer restarts, but is much shorter this time. If you fail again, another race/fleet is overwhelmed, and Anderson and your other squadmate are beamed. The timer restarts one last time, faster still. If that one fails, the reapers completely overwhelm the crucible. Game over.
As the fight starts, radio chatter from Hammer Team tells you that some Reaper forces are breaking through and jumping into the warp beam. The final battle alternates between fighting the mutated IM and fighting waves of reaper forces coming in from the hallway behind you. The better your EMS, the less often you get Reaper waves behind you.

Part 4 - The Crucible

After you defeat the Harbinger-controlled Illusive Man, you get more radio orders from Hackett.
"Shepard, whatever you're doing in there, you need to hurry up. We can't hold these Reapers back much longer!"
Shepard races up to the terminal. It appears similar to the Prothean beacon from ME1, but is definitely not Prothean technology. He touches it.

A bright flash of light. Time appears to stop. You look around, in awe of the sight before you: ships and reapers frozen in space, lasers and torpedoes hanging motionless between them. Your squadmates tending to an injured Anderson behind you.

At this point in time, the "indoctrination trial" begins.

A voice similar to a reapers, but more patient and eloquent, perhaps female-sounding, will start to question the major decisions you've made over the course of the trilogy: from the Virmire incident to the Collector Base, to how you handled the Genophage and Quarian/Geth situation. It will try to convince you that you chose incorrectly, that you are a failure, that your race doesn't deserve to live because of the weakness you've shown.

If too many of the decisions you made are indefensible, or if your reputation is too low to select enough confident answers, you fail the indoctrination trial, and the Crucible misfires, killing you, Anderson, and your squad, blowing up the citadel, and only leaving some of the reapers alive. Two fleets/races are killed trying to finish off the remaining reapers, and you don't get the satisfaction of the Harbinger interrupt for beating the trial, seen below.


The hologram of the child from your vision appears. He speaks to you using Harbinger's voice.

"You... it cannot be you. We are superior. We are infinite. You are an accident. We are the epitome of evolution. We are eternal. How did you resist us? We-"

Renegade and Paragon interrupts both show up on screen. Shepard interrupts Harbinger with a kickass catchphrase, then presses a button on the console device. A subtle ripple bursts out from the console, like a gust of wind.

Cutscene. With time still frozen, as if in a dream, an explosion of white light pulses out from the Crucible. The explosion moves slowly, beautifully, and as it hits each reaper, you hear the sound of metal wrenching and twisting in near-silent agony. A shot of London shows the white light slowly washing over Reaper ground forces. As it hits each husk, its lights change to white, and they spark and fizzle.

The wave of light reaches the Relay. Its lights turn white, and it beams the energy out, just like in the previous visions. Pull out to the galaxy, we see the wave spreading through the mass relays, just like in each of the previous cutscenes, covering the entire galaxy. The camera cuts back to the room with Shepard, either looking out the window at the battle, still frozen in time (if he survived the Crucible), or unconscious on the ground (if he failed the Crucible).

Part 5 - Conclusion

And suddenly, everything comes back to life. The reapers explode in glorious unison. The Reaper ground forces vaporize all at once, soldiers begin cheering. We see cutscenes inside various ships that you've gathered for your armada, and Hackett calls over the radio - "You did it! Whatever you just did in there worked, Shepard. You're... you're a god damned hero."

If Shepard is still alive, he gives a speech over the radio. "We all did it. Together."

A memorial/funeral service for those who died is shown, with face placards for any of Shepard's teammates or significant NPCs who died. Thane, Mordin, Ashley/Kaidan. Many of the rest are shown in the crowd, to let the player know they're still alive.

Cut to black, credits. As the credits roll, we get a Dragon Age style epilogue slideshow, showing how each race/character still alive spends the next couple of years rebuilding or causing trouble, based on the bigger decisions you made.

After the credits roll, if Shepard has a LI, we see them standing side by side in an appropriate location (Rannoch for Tali, Thessia for Liara, etc.). If not, we see Shepard looking out over the ruins of Vancouver. Either way, Anderson walks over. "It's a hell of a thing you've done, son. What will you do now?"

Cut to black. Title menu.

Modifié par bwFex, 17 mars 2012 - 05:42 .