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ME3 Suggested Changes Feedback Thread - Spoilers Allowed


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#4826
DeepChild

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MrAtomica wrote...

I should mention, to whomever is still monitoring this thread, take it slow. If you like our ideas, and see that implementing them would be impossible without a considerable investment of time, then TAKE IT SLOW. All you would have to do is release a statement as to why you happen to need, say, a few months or even more than that. Give a meaningful reason (polish/large amount of content), and you'll win us over.

I don't mind waiting, nor paying more for substantially better content. I still wish that some of these ideas had been included to begin with, but I recognize that developing takes time and money. Just ask, and many of us will tell you that we have enough of both to spare.

So again, don't rush. Rushing to appease us is no more effective than simply communicating with us, then taking more time. This game could be the nearly perfected ending to a near-perfect trilogy. Hit the jackpot with the changes, and you would energize an incredibly loyal fanbase. As it stands now, that loyalty is taking a hit.


This is exactly how I feel.  Well put sir.  If I am told in April that I'll have to wait until July or later for the "content initiatives" to be complete, I'm fine with that.  Mass Effect deserves it.

#4827
GoddessLunatic

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I can't stress it enough:

1. An interactive final battle is important. Let us see the war assets we have collected be put to use.

2. There needs to be a much wider range of ending options, from the fairly happy ending in which Shepard survives and is reunited with LI and squadmates and the battle is won albeit with losses, the bittersweet where Shepard dies a hero to save the galaxy and the outright bad one in which the Reapers win.

3. Closure in the sense of an epilogue that really details what happens to each race and important character after the war.

4. Leave the Mass Relays intact. Seriously, that's a plothole that NEEDS to be fixed. No way any of fleets or any lifeform for that matter could survive a chain of supernovas in each and every system. The galaxy would be dead. Also, the relays are just tech and not synthetic lifeforms, therefore it doesn't make sense that something that destroys the synthetic life forms destroys the relays as well but not every other piece of tech.

#4828
Ross42899

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Maybe it would also help to re-add small stuff like this back into the game. Such small extended scenes drastically improve the atmopshere for a better ending IMO.

www.youtube.com/watch

Just a suggestion.

#4829
redcarpet26

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DeepChild wrote...

MrAtomica wrote...

I should mention, to whomever is still monitoring this thread, take it slow. If you like our ideas, and see that implementing them would be impossible without a considerable investment of time, then TAKE IT SLOW. All you would have to do is release a statement as to why you happen to need, say, a few months or even more than that. Give a meaningful reason (polish/large amount of content), and you'll win us over.

I don't mind waiting, nor paying more for substantially better content. I still wish that some of these ideas had been included to begin with, but I recognize that developing takes time and money. Just ask, and many of us will tell you that we have enough of both to spare.

So again, don't rush. Rushing to appease us is no more effective than simply communicating with us, then taking more time. This game could be the nearly perfected ending to a near-perfect trilogy. Hit the jackpot with the changes, and you would energize an incredibly loyal fanbase. As it stands now, that loyalty is taking a hit.


This is exactly how I feel.  Well put sir.  If I am told in April that I'll have to wait until July or later for the "content initiatives" to be complete, I'm fine with that.  Mass Effect deserves it.


Yes! This! Let it bake as long as it takes. Thats what I thought about Mass Effect 3 itself, especially when I heard that it was origionally set for a 2011 release. 2 years just doesn't seem like enough time to give it that real polish it deserves. And frankly, now that its released, I can see a few places where some more development time would have benefited. I don't know why they put themselves under such a time crunch, I would have been happy with a 2013 release had it ment the ending was better and the bugs were squashed.

#4830
Eralrik

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DeepChild wrote...

chujwamdotego wrote...

Please watch this


this is truly heartwarming piece

it explains best why many of fans ask for a chance to see the journey end happily


That's really great.  Thanks for sharing!



That was a very moving video brought a tear to my eye, very good!

#4831
minininjasjhepardman

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I believe there are huge plot holes...

#4832
TMA LIVE

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Mass Effect 3 needs to have a DLC that involves a big rock about to hit something. The series just wouldn't be complete without a 3rd Giant Rock about to hit something story.

Modifié par TMA LIVE, 23 mars 2012 - 11:50 .


#4833
jdbtoes

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Modifié par jdbtoes, 23 mars 2012 - 11:39 .


#4834
chujwamdotego

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Eralrik wrote...

DeepChild wrote...

chujwamdotego wrote...

Please watch this


this is truly heartwarming piece

it explains best why many of fans ask for a chance to see the journey end happily


That's really great.  Thanks for sharing!



That was a very moving video brought a tear to my eye, very good!


Hope, passion, love, sacrifice, fighting against all odds - that's Shepard's story and that movie shows it.

Please, whoever at Bioware is taking this feedback, give us all possibility to finish the journey alive, reunited with companions and LI.

This is all I ask, just one 1 ending out of 16 promised :crying:

#4835
MattFini

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StarChild must go. He's garbage. Throw him out.

Let us fight Harbinger and see the impact of our choices!

Should be a variety of endings and whatever the ending you choose, there should be closure for it.

#4836
Redraven19

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have heard much about the Indoctrination theory and I have to agree that could explain everything after the beam.

In Indoc is true than I would have to agree with the "Destroy" option being sheperd throwing off the indoctrination and waking up in the rubble of London, simply dreaming that last five minutes. In a true ending it could be followed by the squad finding and bringing a battered Sheperd to safety.

In control ending, perhaps Shepard becomes fully indoctrinated, mutates into a husk, and the player controls the squad and takes him down.

In Synthesis, Shepard becomes indoctrinated, but aware of it like Saren was in the first game. Based on war assets or Paragon/Renegade Score, sheperd can resist long enough to end him/herself or overcome it completely.

Follow any of the above with a final confrontation with Harbinger with the illusive man using Harbinger as a flagship, much like Saren did to Sovereign, While the fleets battle the Reapers in space; A nice nod to the final battle in the first game. Then after the reapers are destroyed, cue multiple cut scenes that vary depending on the players choices over the course of the three games, in particular :

Krogan:
-The outcome of curing/not curing the Genophage on Tuchanka
- Whether Wrex or Wreav was the Clan Leader (and if they lived or died)
-Whether Eve Lived or died
- Whether Grunt lived or died

Quarians/Geth
-Whether Tali Lived or died
-Geth destroyed Quarian Fleet
-Quarians destroy Geth Fleet
-The two races live in harmony

Citadel Races:
- Whether the original council lived or not.
-Whether the Destiny Ascension took part in the battle.
- Aftermath of Palaven, Surkesh and Thessia Missions
- Scene showing Volus/ Elcor/ Hanar/ Drell depending on if the player got them to contribute.

Terminus Systems:
-Whether Batarians contibuted to the war effort.
-Aria T'lok and Omega Mercs.


Citadel:
- A scene depicting minor characters that survived the events of the trilogy.
Ex: Conrad Verner, Kolyat, Kelly Chambers, Dr.Michel, Captain Bailey, Emily Wong, Etc

Alliance:
- A scene depicting Alliance Soldiers that survived the events of the Trilogy
Ex: Captain Anderson, Admiral Hackett, Engineer Adams, Dr. Chakwas, Traynor, Cortez Etc.

Squad:
Epilogues that vary on whether they lived/died/ were romanced for:
-Kaiden Alenko /Ashley Williams
-Liara T'soni
-Garrus Vakarian
- Tali Zorah Vas Normandy
- Javik
-EDI/Joker (If you convinced them to start a relationship)
-James Vega
-Miranda
-Jack
-Samara
-Jacob
-Zaeed
-Kasumi
-Grunt

Scene that has shep with Love interest at fallen squadmates graves; or Love interest at Shep's grave. Then skip ahead to what planet they are on. Ex: Rannoch for those who romanced Tali, Palaven for those who romanced Garrus, Etc.

If no love interest than either a Living Sheperd commanding the Normandy or Admiral Hackett at Shep's Grave.

End with Shep looking out a window at the night sky, just as he/she did in the very beginning of the first game. Have the Normandy SR-2 Fly by, or have shep on the deck of the normandy, or a poingant shot of shep’s grave.

Fade to black, then maybe that scene with the old man and the child.



As many fans have already stated; All we want is to see the impact of our choices on the ME Universe.

Modifié par Redraven19, 23 mars 2012 - 11:32 .


#4837
Mixon

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In Bioware I trust. In changes of ending I trust.
Hope dies last. Really, nothing to say... Everybody told a lot and cool things above how to change the ending. I hope, something will happen.

#4838
jdbtoes

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I don't believe changing the ending is necessary. Not saying the ending didn't feel rushed or messy mind you.

But, if you plan on doing anything these things are what I'd consider...

For closure on the events after being hit by Harbinger's beam...

Follow the Indoctrination Theory.

Popular choice. Means that you can essentially write off the ending, as it stands, with it being an hallucination - throws up its own problems though...

How will the choices people have already made transfer to this? Only one ending at the moment shows the possibility that Shep survives.

Possibly:

Destroy endings: In all Shep resists indoctrination. Wakes up in London. If players received ending which gave cinematic of Shep taking a breath, he/she activates Crucible, gets picked up by Joker and the Normandy and survives. If player receives the ending with all life on Earth being wiped out, same as above, but indoctrination attempt leaves his/her mind broken. Shep collapses on Normandy and we see him/her in a coma, love interest watching over him/her.

Control endings. Shep is indoctrinated. Manages to resist to activate crucible and is picked up by Normandy, but attacks crew. If high enough war assets etc, then eventually crew talks Shep down and takes own life. Otherwise, Shot by either Ashley/Kaidan, love interest or random crew member.

Synergy ending. Shep indoctrinated. Like Saren before him, believes organics can survive coming invasion if they prove themselves useful. Normandy arrive, one of the crew ends up having to shoot Shep to activate Crucible.

To account for the Normandy being stranded on an unknown planet...

Harbinger attacks Normandy when Crucible activated. Joker makes for relay. Hits this just in time to escape. Harbinger is caught in the release of energy and subsequently destroyed.

Sorry for earlier post... Typing on an I-pad

Modifié par jdbtoes, 23 mars 2012 - 11:43 .


#4839
Freskione2

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BobbyTheI wrote...

I said it in the last thread, I'll say it again.

http://www.gamefront...fans-are-right/

Print it out. Put it on a wall in a conference room somewhere. Sit the writers and development team down and ask them, "How can we address each of these issues?"


Hear hear!! Some quotes from the article and the author Ross Lincoln that resonanted with me, sorry its so long but the article is spot on, thanks bobbythel for sharing: 

It’s that the player is never given any sense of how the choice they ultimately made affected the galaxy they worked so hard to save. 

In essence, the player is told that everything they experienced has happened because it was going to happen, and will happen again. 

This is probably the biggest WTF of all. As the Mass Relays explode, we see a short clip of Joker furiously scrambling in the Normandy cockpit, followed by the Normandy barely staying ahead of the chain of explosions.  So, did Joker chicken out and abandon his post along with your crew? Did the game suddenly introduce Transporter technology? Was it some kind of magical nonsense?

This is what makes Mass Effect 3′s ending particularly galling. After years of forcing players to wrestle with surprisingly complex issues ranging from bigotry, sexual freedom, religion, political corruption and personal moral compromise – especially in the final game – it ultimately disregards all of them in order to force a tired twist ending on players who have seen far too many movies and played far too many games to be surprised. 

That the ending also requires the player to act contrary to their own actions as established by the series and even Mass Effect 3 itself is just bitter icing on a stale cake. Instead, much like the victims of the Reapers themselves, the player is robbed of all free will or even the chance to make the case for it. They must do as they are told, and choose. 

From the beginning, and especially as work progressed on Mass Effect 3, BioWare has made a lot of very specific promises about what players could expect. The vast majority of those promises concerned the very personal journey each player could expect; in short, the choices they made over the course of three very long games would have enormous impact over how their story ended. 

As good as Mass Effect 3 is — and it really is an exceptional game in many important ways — the product BioWare ultimately delivered literally broke that promise, and that, more than anything else, is why fans are so angry. 

They want to see how their unique experience plays out to the very end, and if they choose, to start over and make a completely different set of decisions just to see what happens that time. 

Modifié par Freskione2, 23 mars 2012 - 11:45 .


#4840
CypressPhoenix

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I'll try not to parrot what everyone else has put down but with 194 pages, I might not be able to avoid that.

I'd like to say I did really enjoy 99% of the game(like you guys made me effectively hate Kai Leng which was fun) but the ending did confuse/disappoint me. It felt anticlimatic and left me with this weird empty feeling. I'm honestly not sure what the ending should be other than there should definitely be a wider variety of endings. Disney/Badass awesome to dismal/bleak with many in between. Plus some LI closure if Shep lives or die. Like I said before though, not entirely sure how I would actually want it to end, but I do think the Hallucination theory is a good way out of the original if you intend to make an entirely new set of endings without necessarily sacrificing the original.

Modifié par CypressPhoenix, 23 mars 2012 - 11:53 .


#4841
january42

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I'm not gonna quote all because it was really long, but I what I was gonna write turned out be similar  to MrAtomica, so I'll just endorse him.

I did have one note.

MrAtomica wrote...

Option 2 (Coexistence) - Of all the potential outcomes, this is perhaps my favorite idea. Since we are now presented with evidence that the Reapers have never actually partaken in the cycle of their own accord, as they have always been under the will of the Catalyst, freeing them is a logical choice. They may choose to perpetuate the destruction of organic life, but they may also choose not to. The beauty of this option is that it affords a measure of respect to the Reapers, on account of their being living beings trapped within an obedient shell. For organic life, freedom is paramount.


The one interesting thing we learn in the ending was the Reapers being controlled by the Catalyst. This actually would fit a theme through out the games of various enemies turning out to be controlled by another party.

The Geth turned out to be contolled by Saren/Sovereign.

The Collectors turn out to be Protheans being controlled by Harbinger.

It was implied that the Rachni queens being indoctrinated was the cause of the Rachni Wars.  The Feros/Thorian plot line would be another example. One could even view the Krogan plot as them shaking off control.

Having the reapers turn out to be "previous life stored in reaper form" as puppets of the Catalyst fits the pattern.

Similarly they can be freed of the control.  The Geth Heretics can be re-written,  the Thorian can be spared,  Saren and the Illusive man can see what they have become, Benezia fights it off for a bit.  Even the Collector General has  a bit of a realization at the end.  

Thematicly, being able to free the Reapers from the Catalyst fits. This could even give a plausable way the Reapers could be defeated without space magic.  Assuming the Catalyst gave the reapers an upgrade in a manner similar to the Geth, then removing them maybe make it possible for a unified galaxy to defeat them.


Another note:  One obvious way to allow Shepard to survive a situation that seems to require a heroic sacrafice is that there is already a good candidate in the game: Javik, the last Prothean and avatar of vengance.  Him sacraficing himself to take out the reapers in some way makes alot of sense.

#4842
MartinPenwald

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I think it should be mentioned that, at least as far as I know, the people asking for a "happy end" do not want rainbows, cake and stuff for everyone. What they want is a happy end for Shepard personally and the crew.

In other words, even if the ending were changed, Bioware would still have their "bittersweet" end to the trilogy. Millions, if not billions have died. Earth is in ruins. Same goes for Palaven, Thessia etc. The Batarians have been almost wiped out. The fleets of all species have been greatly decimated. And finally, (former) crew members have died.

None of this would change. The only thing they'd need to fix is how Shepard and crew are treated in the last 10 to 15 minutes. Having a "happy end" where Shepard and LI + crew are reunited, looking over a devastated London, would be a glimpse of hope in an otherwise ruined world. And I think that would be enough "happy" for most people.

#4843
Spectre-00N7

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This was part of my post from page 21

Spectre-00N7 wrote...

5 Things I Did Not Enjoy:

1) The ending (yes I know). The problem with the ending is that of the three options, none of them really is a compromise. Fusing synthetics is not a compromise in my book. Why couldn't I talk to the catalyst and find a way for the Reapers to make peace with the galaxy? Even if Shepard fails at finding a way to make peace, at least s/he tried right? I'd like to have a perfect ending option for some people like the fan made one here.

I'd also like to get some answers to how my decision changes the galaxy. Show me how my squad members react to my victory/failure (don't show me the Normandy crashing on a planet for some reason unknown). Show me a clip of the Quarians (did they ever get to go back to their homeworld), Show me the Geth (Will they try to help the Quarians), Show me the destruction of the Geth if I decide to wipe out all of the synthetics, ect.

Show me some reason as to why my actions throughout the series EVER MATTERED AT ALL.


I'd like to point out that I did not only want closure and an explaination.  I understand that asking for the Star-child scene to be taken out is far too much, because it would hurt your "artistic integrity," but why can't we have a changed ending where we are given more options?  Why can't we have more endings?  Why do we accept these three solutions that we are presented with from a character we do not know and also has no credibility?  Why do our choices not matter?

The problem is that there is no reason for me to complete the game perfectly.  Is a happy ending too much to ask for?  Can there be a way that the Mass Relay system is not destroyed if you complete it perfectly?  I mean if you are really bad the red colored energy can destroy everyone one earth, so why can't we not destroy the mass relays if we are really good (deliver a large ammount of war assets)?  this will add more insentive for people to play multiplayer which is what you wanted in the first place.


Please don't just give us closure and answer a few questions.  We really wanted a new ending, closure and tying up loose ends was just part of that.  If you don't understand this, people are going to be far more upset.

Modifié par Spectre-00N7, 25 mars 2012 - 06:44 .


#4844
Guest_Calinstel_*

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I think it is rather clear that BioWare, EA or both have decided that the only way to continue the ME universe is by destroying the entire Mass Relay system.
I get it.
But, could not a better way have been found?  I mean, the catalyst could have just destabilized the Reapers cognitive ablilities, allowing for the galactic fleet to actually destroy the Reapers (though at great loss).
As a result, the relays could have remained (temporarily) and let the different races return home.  The addition of the catalyst could have destabalized the Relays, causing them to start... shaking apart? (Bad, but just thinking on this).  They would be eventually destroyed, after a few weeks/months and taking the Citadel with them.  This would leave the galaxy right where the original ending did but allowing closure to the game players.
The next installment to the ME series could then start up as was planned and would be able to reap the rewards (and cash) of the multitude of happy players.
Oh, and because I AM a sap, at least one ending with Shep lives and joins his friends, his family.

#4845
SAVIOUR OF ORB

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If they simple must keep things within the structure they made then at least ajust the Destory ending.Where its already stated that I lived try the following. I get reunited with the two squad mates I had during the last mission(that would remove the whole how the hell did they get to the Normandy problem, because they never did go back to the Normandy they got left behind. Why maybe they just wouldn't leave or they where assumed dead so no body went after them.). They can keep the whole Normandy ship wrecked thing if they must. Proceed with the epilogues from their. This way I can have that little personal victory but the bittersweet thing is that I killed the Geth and Edi to do it, I could then lie about their being other options, or be honest. That I could live with. I get my little victory in a sea of bad things.

#4846
Imagino1234

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Bioware, while the Indoctrination Theory is popular, it might not be the best solution. You may read my argument and Rul3Z12's argument against the Indoctrination Theory here.

For the alternative I can offer, you can read my post in that thread or read a copy of it here:

You could get the sad ending; just like how in Mass Effect 2 where if Shepard is hasty with getting the Collectors Shepard ends up dead by the end of the suicide mission, perhaps you could apply the same thing for Mass Effect 3; if the minimum firepower against the Reapers are not met, the Crucible will backfire and the Galaxy dies. Still gives the player a chance to replay the game and try again.

You could have the bittersweet ending; if the minimum firepower is met, the Reapers are destroyed, but the Galaxy lays in ruins.

And finally, the happy ending; if all the firepower (if not, as much as possible) is gathered, the Reapers will be destroyed and most of the Galaxy will be saved, to be united as one happy galactic family.

Bioware, please take the time to consider your options; I have faith that you will make the right decision for your creation, what ever that decision might be.

Modifié par Imagino1234, 24 mars 2012 - 12:08 .


#4847
Anteocitis

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Simply as an addendum to my previous thoughts:

There is some worth in Bioware and EA considering the nature of all-new content, whether it be done free or paid-for DLC that provides a means for introducing entirely new/different endings that, indoctronation theories or not,  benefits everybody.

That being the opportunity to give the ME3 owner a reason to completely re-play ME3, from the start.

This is merely as an aide to PR, but it has legitimacy in so far as any new "endings" do not have to kick-off from the point of harbingers beam strike - you can weave a story from earlier portions and consequences also by the addition of very minor, but potentially pivotal, side-quests (this is, after all, a primary avenue for DLC in any case)

Effectively you provide every ME3 owner with the chance to play an entirely new game, from scratch *just* by adding a few "earlier-in-the-game" elements that lead into a radically different (or not) ending.

If that isnt added-value I dont know what is.

just a thought....

#4848
BoneNinja

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Numdenu wrote...

LuckyNumberN7 wrote...

Kittenpirate wrote...

I want my blue babies.

That is all.


You are NOT the only one my friend... (;


My only problem is, having romanced Kaidan, having blue babies would be really awkward....


I want my little pink babies with Kaidan too. ;)

#4849
Kenta Shuuichi

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MrAtomica wrote...

Warning! This is reeeeeeeeeeeeeeeally long. And probably more than a little dry. Bear with me, please, it took some time to write all this down.

Here are some of my proposed changes, in a more understandable than usual (for me) format:

Destroy

Option 1 (Regression) - Agree with the Catalyst's notion that advancement of technology necessarily leads to synthetic life surpassing organic life. In order to "save" the galaxy, sentient technology must be wiped out. By releasing the energy of the Catalyst and Crucible, advanced technology is completely wiped out. EDI, the Geth, Mass Effect tech, the Relays, everything remotely related to the Reapers.

It's extreme, more than slightly reprehensible from a moral standpoint, yet still justifiable. Because the Catalyst may have a point. There is no guarantee that the problem at hand is solved; in fact, it is likely just as prevalent after this, as synthetics can and will be rebuilt. Yet, you give the universe time, at least in some of the outcomes.

Permutations: Depending on War Asset counts, different outcomes are reached.

  • Low (<3000) - Earth is consumed by the blast. The relays send out enormous pulses of energy, creating supernovas comparable in size and strength to the Alpha Relay blast. This is repeated in every system with a relay. Shepard dies, life is largely ended. Normandy is destroyed, your crew dies.
  • Medium (3000 to 5000) - Earth is partially consumed by the Citadel's energy wave. The relays do not go supernova, but they do cause widespread damage from the pulses. The energy takes out a sizeable chunk of each system, but leaves a fair reserve of life behind to carry on. The Normandy manages to take shelter on the far side of Earth, so the crew survives. Shepard is killed on the Citadel by the blast.
  • High (>5000) - Earth is fine. The relays disintegrate, but do not explode in any violent way. The pulse still wipes out all advanced technology, but leaves organic life behind. The galaxy is spared, and the Normandy survives with no trouble. Shepard is beamed back the Earth by some means or other, and survives.
The Reapers are destroyed, life is saved, but at great cost. Whether the ends justify the means is up to you. The Catalyst and the Reapers may not be correct in their means, but their purpose is certainly an interesting one. In the end, Shepard chooses to follow this purpose through to its conclusion. The ultimate goal of removing the Reapers is reached, though you acknowledge that they may have been correct. War Assets aren't really addressed properly here, but it is what it is.

Option 2 (Dissension) - Disagree with the Catalyst. Using EDI, the Geth, and the fatalism of his own argument against him, Shepard refuses to accept the Catalyst's destructive solution to ending the war. By dealing with the situation in a new way, this removes the need to sacrifice the Geth and EDI, as well as the relays. The problem of tech singularity is not solved any morseo than in the first scenario, but Shepard trusts organic life to adapt to the situation, and devise a new solution. He or she sees no benefit in killing sentient machine life.

The Catalyst, unwilling to be defied, calls Harbinger back from the main fleet to engage Shepard before he or she can succeed.

Again, war assets lead to different outcomes, after the main choice:
  • Lowest (<2000) - Harbinger easily punches through the Sword battle, and begins to launch an incredibly powerful indoctrination attack on Shepard's mind. Shepard is unable to resist for long enough to achieve his or her goal, and is convinced by Harbinger to commit suicide. The game ends with a slowly dying Shepard watching, in horror, as everything they have fought for is extinguished. The Crucible is destroyed, the cycle is carried out, and all that you know and love is gone. The Catalyst is the last thing you ever see, smirking down at you with a look of sinister delight.
  • Low (2000 to 4500) - Harbinger meets some resistance from Sword, and is delayed long enough for Shepard to get a hold of Admiral Hackett. There is not enough time for a proper solution, so Hackett devises a desperate plan. He will send the Crucible's core into critical overload, thus detonating the device and destroying the Citadel. Harbinger arrives at the scene just as the Crucible explodes, sending jolts of energy throughout the Citadel. Shepard dies, as does Hackett and everyone on board the Crucible, and the resulting battle claims even more lives as the combined fleet fights back the now weakened Reapers. In the end, losses are quite heavy, but victory is achieved. The Normandy sustains heavy damage from Harbinger's beams, and crash-lands on Earth.
  • Medium (4500 to 6500) - Harbinger is blocked by fierce resistance from Sword, and cannot reach the Citadel in time. Shepard uses the extra time to argue with the Catalyst about his assertions. Unfortunately, it becomes clear that he has no intentions of listening to reason, so Shepard contacts Hackett to propose a new tactic. Since the fleet is too heavily engaged to allow for a direct assault against the station, and time is running out, the two decide to overload the Crucible, and order the device to be evacuated immediately. Calling in the Normandy, Shepard orders Joker to carry Hackett and the crew to safety. Hackett tries to argue with Shepard about sacrificing him/herself, and Shepard is given the choice of either carrying out the plan themself, or allowing Hackett to do so. The Normandy collects the survivors, and escapes the area, just as reports come in that Harbinger is rapidly approaching. Harbinger breaks free from Sword and rushes to stop the detonation, but cannot reach the device in time. The Citadel is destroyed, and the combined fleet mops up the remaining Reapers will far fewer losses than would have been possible otherwise. Shepard or Hackett die, but the Normandy and significant portions of the fleet survive.
  • High (>6500) - Harbinger is blocked from attacking. Hackett reports that the fleet is holding its own against the Reaper armada, and actually gaining ground. Hackett and Shepard decide to divert a portion of the main offensive to physically destroy the Citadel's control area. The Destiny Ascension or some other large dreadnought leads a small strike force in to attack the Citadel. The Normandy swoops in, picks up Shepard and the rest, and returns to the scene of the battle. As they retreat, the dreadnought and its escort open fire on the control hub, causing the Citadel to fracture and the Catalyst to perish. The Normandy cuts into the fight and punches a Thanix round through Harbinger's shell, destroying it. The galactic fleet easily destroys the remaining Reapers, and the day is won.
This branch of solution really plays into the value of War Assets, and how they could affect the outcome of the final battle. Furthermore, this option could be made dependent upon Shepard's feelings toward synthetic life, as it would require him or her to be at least trusting enough of synthetics to allow them the chance to freely evolve alongside organics. Thus, making peace between the Geth and Quarians, and teaching EDI to view life in a new way would be necessary triggers. This is a good way to reward player choice. Since destruction is the ultimate end, this would suit a Shepard who agreed largely with the values of Anderson and Hackett.

Control

Option 1 (Continued Enslavement) - Again, the Catalyst's arguments hold enough weight to sway Shepard to choosing to utilize his presented choices. Though TIM was seen as a villain, and though Shepard feels that his methods were too extreme, the ultimate result of his conviction about controlling the Reapers makes sense. If a singularity event is going to come, the Reapers should remain, to allow the cycle to continue, if it must.
  • Fail (<3000) - Shepard grabs the power conduit, and sacrifices his or herself to gain control of the Reapers. However, something does not properly fire inside the Crucible, and the energy released causes significant devastation to Earth and the combined fleet. The Reapers are preserved, but much life is lost in the process. The Crucible's beam causes an overload of the relays, sending dangerous energy waves across the galaxy, damaging countless systems. The Normandy is severely crippled, and some of the crew dies from the rough landing on Earth.
  • Pass (>3000) - The Crucible fires properly, and the change in leadership happens without hindrance. The Reapers are placed firmly under Shepard's control, and are sent back to Dark Space, where they await the calling of their new master. Though Shepard has no desire to repeat the Catalyst's atrocities, he or she recongizes the value and necessity of the Reapers as a tool against synthetic annihilation.
Again, I'm not an enormous fan of this path. It's far too unclear as to how exactly Shepard would go about becoming the Catalyst, and it leaves too much room for corruption. However, it still provides a choice, for those who may agree with the necessity of the Reapers. Furthermore, it allows organic and synthetic life to exist in much the same way as the modified Destroy options, albeit with a greater sense of impending doom in light of failure. I do not feel that there should be more than one outcome for this choice, but that would remove any sense of having done something. The control energy wave really shouldn't cause any damage at all, but War Assets should count for at least a small something in every decision.

Option 2 (Sacrifice) - The Reapers are not a justifiable evil. In spite of their supposedly noble purpose, Shepard does not accept that the cycle must be perpetuated, even if this means allowing a singularity to occur. Rather than keep the Reapers in reserve, Shepard takes control for the sole purpose of ending the threat once and for all.
Because Shepard is choosing to defy the Catalyst's wishes, he uses mental combat to try and break Shepard's will. Asset values determine the outcome.
  • Fail (<5000) - The Catalyst bombards Shepard with images of a burning fleet, decimated by the Reapers. With each ship that falls, Shepard loses a measure of resolve. The Catalyst relentlessly assails Shepard's psyche with a perpetual nightmare of failure, every planet engulfed by Reaper forces. Finally, the Catalyst taunts Shepard with a vision of the Normandy being vaporized, its entire crew being instantly erased from existence. Shepard's will is broken, and he or she cannot resist any further. The Catalyst beats Shepard into submission, and wrests control back from him or her. The Crucible is unable to release the energy that it builds up, and implodes. The cycle continues on, and the Catalyst prepares to crush all resistance.
  • Pass (>5000) - Shepard successfully resists the Catalyst's attempts to retain dominance, forcing the other being into submission. After taking control of the Reapers, Shepard deactivates them completely, leaving them wide open to destruction from the fleet. In a final act of selflessness, Shepard release the Crucible's energy directly back into the Citadel, destroying it completely, but also removing the essence of the Catalyst from the Reapers. The blast of energy from the Crucible deactivates the Reapers completely, allowing the allied fleet to wipe them out with impunity. The energy passes through the mass relays without harming them.
I felt that an option like this ought to have been possible. Not so much a peaceful solution, or an overly aggressive one, but a meaningful sacrifice. Instead of just flatly destroying the Reapers, and risking fighting a losing battle, Shepard resorts to giving his or her life in a selfless attempt to spare more lives. Ironically, this proves to be even more difficult, as the War Assets score must be markedly high to resist the Catalyst's indoctrination attempt. Still, Shepard's sacrifice would serve a noble purpose, in this case, and offers a more sympathetic view of a TIM-style ending. By succeeding, however, much of the galaxy is saved, while the Reapers are removed.

Synthesis

The current path leaves room for only a single focus - using the Crucible to obey the Catalyst's wishes. While combining DNA into a synthetic-organic hybrid may be one way to go about Synthesis, there should be another way to deal with the issue as well. War Asset scores, again, should play a part in how to achieve a specific ending.

Option 1 (Forced evolution) - After hearing the Catalyst's opinion, that Synthesis is the "pinnacle of evolution", Shepard is persuaded to agree. Though the end result sounds suspiciously like altering all life into Reaper form, the ability to combine the best parts of organic and synthetic life into a supposedly higher form is too tempting. Whatever may come from this drastic action, Shepard believes that lasting peace is far likelier if all life becomes uniform.
  • Threshold (4500) - Shepard combines his or herself with the Crucible's beam, sacrificing his or her life to bring life to a higher plane of existence. As Shepard's essence is absorbed, a powerful pulse of energy erupts from the Citadel, covering Earth and the rest of the Sol system. The Reapers, covered in tendrils of the power, retreat from Earth. The beam that fires from the Citadel travels through the relays, saturating the galaxy with a soft green light. The Citadel begins to explode, breaking into pieces and falling away from the Crucible. The Reapers, driven by the final will of the Catalyst, retreat to Dark Space, never to be seen again. The Normandy leaves the allied fleet and returns to Earth, its crew paying silent respects to their beloved Captain.
The actual consequences of Synthesis are not entirely clear in this scenario, but that may be for the best. The question of whether forcing all life to evolve at once is right or not, is not simply answered. Instead, let the player reach their own conclusion about the results herein. Since the crew of the Normandy is safe, the relays are intact, and Earth is spared, there is a sufficient sense of having actually won. Nonetheless, the fallout of such a choice is potentially enormous.

Option 2 (Coexistence) - Of all the potential outcomes, this is perhaps my favorite idea. Since we are now presented with evidence that the Reapers have never actually partaken in the cycle of their own accord, as they have always been under the will of the Catalyst, freeing them is a logical choice. They may choose to perpetuate the destruction of organic life, but they may also choose not to. The beauty of this option is that it affords a measure of respect to the Reapers, on account of their being living beings trapped within an obedient shell. For organic life, freedom is paramount.

To achieve this path, Shepard must successfully convince the Catalyst of the ridiculousness of its "solution". To do so, certain choices must have been made, and Shepard must have expressed a willingness to allow synthetic life the chance to coexist with organic life. By using the Geth and EDI as examples of successfully charting the personal development of synthetic life, Shepard begins to shred the Catalyst's foundation. The cycle, Shepard posits, is illogical and contradictory. The Catalyst himself, by his own admission, is (at least mostly) synthetic, and is utilizing an army of synthetics to annihilate the very life he claims to defend. Not only are his means wrong, but his ultimate end is also wrong. Synthetic life is every bit as precious as organic life; with the right amount of patience and understanding, synthetic evolution can lead to incredibly positive results (The Geth helping the Quarians rebuild Rannoch).

By proving the Catalyst to be incorrect, Shepard is able to push him into a new solution. Release the Reapers and allow them to make their own way. If they attack, so be it, but they are also capable of choosing not to. The Catalyst, dumbfounded by the optimism of the idea, wearily agrees to acquiesce. Giving the commander time to radio the Normandy and secure his or her escape, the Catalyst causes the Citadel to self-destruct, simultaneously releasing his grip on the minds of the Reapers. What happens next is War Asset dependent.
  • Low (<4500) - Harbinger, freed from the Catalyst's control, nevertheless refuses to allow peace to occur. Communing with his comrades, the Reaper general assures them that the resistance fleet is too weak to survive their onslaught. Some of the Reapers, those that do not wish to fight any longer for a cause they do not support, attempt to destroy their brethren. Unforunately, Harbinger's forces prove too powerful, and the fleet is crushed. The Normandy is destroyed by Harbinger's attacks, and the cycle continues on without the Catalyst. This time, however, there is nothing stopping the Reapers from utterly ending all life. Rather than leave primitive organic species to their own designs, Harbinger announces that he has no wish to allow any life, primitive or no, the opportunity to rebuild. Everything, he claims, must be purged.
  • Medium (4500 to 6500) - Harbinger chooses to continue the mission of the Catalyst, and attempts to sway his forces to the same conclusion. Many of the remaining Reapers side with him, but a comparable amount choose instead to resist him. These Reapers, inspired by the show of incredible unity from the combined fleet, turn on their former allies en masse. The ensuing chaos is brutal and bloody. The fleet eventually wins, but the devastation is horrifying. The Reapers' civil war has torn apart the landscapes of many planets, and filled space with huge amounts of debris. Still, the galaxy is saved. The Normandy survives, as do the relays, and life is free of the Reapers.
  • High (>6500) - Harbinger is given pause by the enormous force opposing him. The allied fleet contains representatives from every race across the galaxy, and remains more than large enough to cost the Reapers heavy losses. Conversing with his allies, Harbinger comes to the conclusion that organic life is worthy of continued existence. The proof lies in the indomitable will and steely determination of Sword and Hammer, as well as the reports of fierce resistance from other theatres. The Reapers break off the attack, and Harbinger communicates with the Normandy directly, leaving the choice of how to proceed up to Shepard. At this point, Shepard is left with three distinct options -
1. Renegade: Convince the Reapers to sacrifice themselves for the greater good of the galaxy. Rather than destroying them outright, Shepard tells Harbinger to let go of his twisted form of existence and find rest in the oblivion of death. The Reapers, led by Harbinger, willingly submit themselves to Shepard's directive. One by one, the massive machines detonate their cores, releasing their essence into the void of space. This end is violent and extreme, but safe. The Reapers can never again become a threat to galactic civilization.
                            
2. Neutral: Tell Harbinger to return to Dark Space, leaving organic and synthetic life to their own devices. Agreeing, the Reapers slowly leave the galaxy, massing near the far reaches of space to begin the long journey back to their point of origin. As a final farewell, Harbinger pays his grudging respect to his adversary, warning Shepard that whatever peace may come from this, it is not a certainty. The dire events predicted by the Catalyst may yet come to pass, and the Reapers will no longer meddle in the affairs of organics even if they do. From this point on, life is to fend for itself. Shepard acknowledges the danger, but remains resolute.

3. Paragon: Shepard believes so strongly in the notion that all life has value, regardless of its appearance or history, that he or she proposes that Harbinger and the Reapers atone for the sins they committed beneath the Catalyst. They are to remain in the galaxy, and integrate themselves into organic society, with the goal of improving the life of both organics and synthetics. The vast amounts of knowledge possessed by each individual Reaper open up near unlimited possibilities for advancement of life, and the wisdom that has come with years of accumulated consciousness provides the means to judiciously make use of said knowledge. Intrigued by this proposal, Harbinger agrees to Shepard's request, for the time being. He and his ilk decide to spread themselves across the galaxy, attaching themselves to pockets of life everywhere, sharing their experiences and power with their living counterparts in an attempt to correct the looming threat of technological singularity. This avenue is far brighter, at face value, than convincing the Reapers to commit mass suicide. On the other hand, however, this also carries the capacity for the Reapers to become a threat once again. There is little guarantee that their cooperation will last, nor is there any evidence that their help will be of any use. Ultimately, though, Shepard strongly feels that this path is the most promising for a brighter future. The wounds of the Reaper War will persist for long after, but the progress that comes will help to assuage that to some extent.

Refusal

Much of Mass Effect 3 is devoted to the construction of the Crucible. Yet, this device should not have been the only means of victory. Though there is a pervading theme of the Reapers being "too powerful" to fight conventionally, their advantages are actually slimmer than is presented. At its core, the Reaper fleet is more deadly in an individual sense, but it is not invincible. For a Shepard who has no desire to deal with the Catalyst, and no wish to unleash the Crucible, winning the war through force of arms *must* be an option. This is the classic "massive space battle" wish, and it is a justifiable one. However, because the Reapers are incredibly powerful, this option should only be available at much higher levels of total asset value.
After the Catalyst is finished speaking to Shepard, he or she can walk back to where the elevator carried them up, and communicate with Hackett. At this point, he must be convinced of the viability of conventional warfare. If Shepard has collected enough assets, Hackett cautiously decides to trust the commander's judgement. This conversation could easily be a Paragon or Renegade check, and also based on Reputation score.
  • High (5000 to 7000) - Shepard manages to talk a stubbornly unwilling Admiral Hackett into removing the Crucible from the Citadel, and instructing the combined fleet to hold their ground. The ensuing battle is nearly lost, as the Reapers seem incapable of being pushed back. With a sudden surge, however, allied forces gain momentum. Thousands upon thousands of ships and lives are lost to the ultimate victory, but the Reapers are beaten without the help of the Catalyst or the Crucible. Much of the galaxy suffers horrific amounts of damage, and many planets are scarred by the fighting. But the organics have won on their own terms. Part of living is being free to choose your own path, and Shepard has carried this proverb to fruition. History will not remember the outcome of the Reaper War as a "win"; the cost of both lives and livelihoods is too great to even consider such a pat statement. Yet, life goes on.
  • Insane (>7000) - Admitting that the allied fleet is far more impressive than anyone could have dared to hope, Hackett is in careful agreement with Shepard's assessment of their chances. Removing the Crucible, he orders the galactic fleet to engage the Reapers in straight combat, as the cost of using the Crucible (and trusting the Catalyst) is simply too great to justify. Shepard has assembled such a robust fleet that the Reapers begin to wither under its combined assault. Motivated by the tremendous gain in headway, the fleet cuts a swathe through the Reapers, and surges into the remaining enemy ships. On the ground, row after row of disparate races come together to destroy the encroaching Reapers in a steady hail of gunfire, biotics, and artillery. Losses are heavy, but the Reapers are broken by the incredible show of strength from the galactic community. The Normandy flits in and out of combat, blasting chunks out of Reaper armor, steadily carving her way through the melee. When the last Reaper has been taken down, the Normandy docks with the Crucible, and collects Hackett. When the admiral and Shepard have exchanged congratulations, the Normady returns to Earth.
______________________

Well, that's all of them. I put a lot of time into this, so I hope someone bothers to read it. This is how I imagined the game should have ended, with various choices to be made, each with positives and negatives. The outcomes, as they are, allow for a full spectrum between utter defeat and total victory. Some may find the "lack" of sacrifice insulting in some of the higher asset ends, but this should not be an issue. In order to collect so many assets, a player must have put a considerable amount of time and thought into playing the game. In that case, we'd like to feel like we actually won, not like we reacted to what the Catalyst told us to do. His options weren't necessarily bad, but they shouldn't have been the only choices. I feel that it is a betrayal of Shepard's character to expect him or her to simply lie down and accept what they are told. That is not how we have dealt with the Reapers in the first two games, and it seems just as wrong now. My options at least give Shepard (and the player) the feeling that, if they made enough effort to collect their strength, they can make a better tomorrow.

Speaking of which, the War Assets system needs an overhaul. Get rid of Galactic Readiness. It's a contrived system implemented purely with the goal of forcing people into playing multiplayer. This feels too much like a DLC pitch, and not like a fun diversion. Multiplayer is simply not the focus of Mass Effect, and that should be reflected in the singleplayer portion. By getting rid of Readiness, or even allowing us to raise it by completing multiplayer-style sessions in the singleplayer galaxy (maybe have N7 missions contribute to Readiness, instead?), players wouldn't feel so betrayed - after all, we were promised that multiplayer would not encroach on singleplayer.

In the end, though, I'm still more concerned about changing the endings. Look at my ideas, and maybe I can provide a helpful thought or two. I don't claim to be wise in the ways of writing, but the overall themes of each of my proposed endings mesh well with your artistic vision. These would not require as major an alteration as Indoctrination Theory or scrapping the entire Earth mission. If anything, you could just add on to your existing ideas.
Sorry for the poor formatting! :o



You, my friend, are AWESOME.  If Bioware somehow decides to turn those into the ACTUAL endings, I would feel so invigorated as to never doubt them again.  Those are magnificent ways for Shepard to go and I think going by your suggestion would make Bioware much more succesful than any other, though I'm starting to get accustomed to being in awe from what I read here.

Seriously, an impressive job. I FULLY support this.

#4850
chujwamdotego

chujwamdotego
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BoneNinja wrote...

I want my little pink babies with Kaidan too. ;)


Hahaha, I want mine also pink but with Ashley ;)

Speaking of which I find Ashley Madeline Williams nicest virtual being ever (remainds me my lovely wife)...