To the BioWare Extended DLC Development Team:
Having read the Kotaku liveblog of your PAX East Mass Effect panel, I am encouraged by your company’s commitment to repair the ending of Mass Effect 3. Although I regret that BioWare will not be replacing the ending altogether, I sincerely hope that you can successfully re-edit the ending sequence to not only provide your customers with a sense of closure for the series, but to resolve the dissonance in narrative coherence introduced in the conclusion of the game. You have once again asked your fans for input to help guide your creative efforts, so I am therefore writing this post for your review. I'm going to start by talking about another company that found itself in a similar situation to the one that your company is finding itself mired in right now.
Way back in 1995, there was a Japanese company named Gainax that released an anime series called
Neon Genesis Evangelion. NGE was a 26 episode series that deconstructed the “giant robot” anime genre and was the canvas upon which the writer and director (Hideaki Anno) worked through his clinical depression. It spent a great deal of time ruminating on the pain of the human condition and attempts to come to terms with it via psychology and philosophy, but was well received by Japanese viewers despite its unorthodox choice of subject matter and medium for expression.
NGE was critically acclaimed and was absolutely fantastic right up until the very end… at which point Gainax ran out of both time and money for production. The last two episodes of the series reused existing animation assets and relied on extensive voiceovers in an attempt to try and highlight the most salient ideas that they were trying to express throughout the course of the series. Unfortunately, the series finale failed to satisfy its audience.
Wikipedia sums up what happened fairly succinctly:
The radically different and experimental style of the final two episodes confused or alienated many fans and spawned debate and analysis, both scholarly and informal, and accusations of meaninglessness; even mainstream publications like the Mainichi Times would remark that "When Episode 25 first aired the following week, nearly all viewers felt betrayed… when commentator Eiji Ōtsuka sent a letter to the Yomiuri Shimbun, complaining about the end of the Evangelion series, the debate went nationwide."Does this sound familiar?
In response to popular demand, Gainax released a film called
The End of Evangelion that clarified what was seen in episodes 25 and 26 of the series and provided a more detailed, “real world” account of what was happening while the protagonist was trapped within his own mind. It presented 90 minutes of entirely new content
that managed to clarify and reinforce the central themes of their artistic vision while simultaneously providing viewers with a sense of closure by depicting what happened to the rest of the cast and the world at large during
the final moments of the series.
The End of Evangelion did not have a happy ending. It was a rather dark and violent affair, and fans of the series were expecting that. But they needed to know what happened to their favorite characters and the fictional world that they invested so much of the time into, and Gainax thankfully obliged them.
Since
TheEnd of Evangelion was released in 1997, the
Neon Genesis Evangelion franchise has gone on to be one of the most successful in the history of Japan. In addition to the original 26 episode series and The End of Evangelion film, Gainax has released several NGE manga series and an absolutely incredible amount of merchandise. Action figures, clothes, soundtracks, glasses, desk fans, love pillows… you name it. They are actually in the process of “re-telling” the original series in a set of four new movies with the latest and greatest computer animation and cell-shading that money can buy. We’re talking about a franchise that has stayed strong and generated revenue for Gainax seventeen years now. It’s the kind of success that up until now, the Mass Effect series seemed certain to enjoy in the years ahead.
Granted, the Mass Effect franchise has already seen a great deal of success. But if you want to continue to have this kind of success, you need to follow in the footsteps of Gainax and release your own version of
The End of Evangelion. Gainax's experience with NGE has shown us that you can create an entirely new set of ending content, so long as you drive home the essential artistic themes you originally intended yo explore. But before
you can do all of that, you’re going to need to resolve the primary issue inherent in the current ending – the presence of the Synthesis option.
Whenever your critics talk disparagingly about “Space Magic”, they are referring to the Synthesis ending. How exactly are you supposed to transform all organic life into biomechanical creatures with The Crucible? Does the same process also turn synthetics into biomechanical creatures? Why are biomechanical lifeforms more likely to ride out an intelligence singularity then regular organic and synthetics lifeforms? The Destroy and Control options have a lot of meticulous details that need to be addressed when writing an epilogue, but the entire idea of Synthesis and how it is supposed to be implemented by The Crucible breaks the verisimilitude of the world you have established thus far. Unless the conversation with the Star Child and the Synthesis option are indeed figments of the mind resulting from an indoctrination attempt, you need to cut this option altogether.
You also need to consider cutting the Star Child from the ending and replacing it with something that better reflects the menacing, alien, and inscrutible nature of the Reapers. Harbinger would be an excellent choice for spokesperson for the Reapers in this scene. You are also going to need to craft a much deeper, enriching dialogue with the player that really illuminates the history and the motivations of the Reapers. The fact of the matter is that your attempt to elaborate on the true concern of the Reapers (i.e. the rise of intelligence singularities) is obfuscated by a lack of dialogue and the inability to interrogate the Star Child to obtain the information necessary to make an informed decision, and you’ve ended up with memes about “synthetics killing organics” instead of really making your players think about what it would be like to live in a post-intelligence singularity world and the potential horrors that could arise from such a scenario.
What has happened so far to bring us to this juncture?
Why do the Star Child and the Reapers believe that the only way to prevent the rise of intelligence singularities is through reglar periods of cleansing and genocide? Did transapient AIs evolve to the point that they ruled over the ancient galaxy like gods? Did organic civilizations become overly dependent on transapient AIs? Was the Star Child one of these AIs? Did it create the Reapers? Was it created in tandem with the Reapers? Did a civilization – organic, synthetic, or biomechanical - create the Star Child to try and subvert the order imposed on them by transapient AIs? Have the Reapers already tried to mitigate the impact of intelligence singularities on the galaxy – or perhaps other galaxies! – multiple times without resorting to genocide and failed miserably every time? What if this really looks like the first time in tens of millions of years that organic and synthetic life might be able to avoid the horrible fate that the Reapers have seen replayed out cycle after cycle? Can you actually establish a peace with the Reapers or send them into a rout without using the power of The Crucible? You might be able to find some valid alternatives to the Synthesis ending just by clarifying in your own minds what has come to pass to justify the Reaper's crusade to convert organic life into more Reapers.
You also need to make the player feel like they have the power in the situation, that they are still the protagonist in control of the destiny of the galaxy. The player’s interaction with the Star Child as it stands right now is much too passive and takes away from the dramatic impact of the climax. But they also have to have doubts about the fitness of each option, and the ability to ruminate upon and select these options needs to be independent of game mechanics such as EMS, Morality scores, or Reputation scores. They need to be given the power to make a meaningful choice and understand the possible repercussions of their decision in order to feel really satisfied with the conclusion of the game. It's fine and dandy to allow EMS to influence whether or not you are
alive after making your respective decision, or whether or not your decision nukes Earth because The Crucible wasn't constructed properly or defended well, but your players shouldn't be railroaded into making just one or two decisions because their EMS wasn't high enough.
Keep in mind that even if you make these changes, you are still going to need to resolve the multitude of unresolved questions that were not addressed by the ending. You made some significant strides forward at the PAX panel by clarifying what happened to the Citadel in the wake of the Reaper’s assault, but there are a ton of other little details that need to be considered whenever crafting the new ending sequences. Writing a list of these issues would be a major post in and of itself, but you will need to address them in order to create a really satisfying ending.
On a completely unrelated note, I would also suggest uncoupling Ken & Gabby’s banter from Ash’s relationship meter in the DLC – it’s very strange walking into Engineering without hearing their banter given how chatty they were in ME2!
You have stated on multiple occasions that you are looking for player feedback, and I sincerely hope that what I have written here has given you some food for thought in the days ahead as you work on the Extended Cut DLC.
And now it is time to crash.
Poritolka
Modifié par Poritolka, 09 avril 2012 - 05:28 .