Jessica Merizan wrote...
Guys, this is an ongoing dialogue. Casey's post is not the final definitive answer to your concerns. This is a collaboration.
In order to be successful in this, I need you to help me gathering feedback and tell us what you want to see. I understand that people are still feeling emotionally raw or untrusting, and I'm not saying it's not valid to feel that way. However, if you want to see your feedback implemented, this needs to become constructive and rational.
Complaining more isn't going to get you what you want. Tell us what you need. Make polls, collect your thoughts. Chris and I are gathering this information and the developers are listening.
This is a partnership. Let's have hope and make your voice heard - that includes positive feedback too (if you like something we're doing, tell us so we know to keep it up!).
An ending that did fit and suit the whole series.
Lets start with my main issues with the ending as it is.
1. No former choices suddenly matter.
All you did in ME 1, 2 or 3 i expected to lead to this point. You discovered the Reapers, fought off their pawns, gathered armies, made hard choices along the way. Everything you did, from discovering the Prothean relay to entering the beam, leads to this very point, this is the decisive moments, where all your actions come into play and you see what you get.
And suddenly none matters anymore. Your story ending essentially brought a "god" into play. If its thought of a real god or some reaper entity or whatever, its game and story effect is that of a "god". Gods in stories can justify anything, no matter how lore-breaking or ridiculous it is, cause they are gods and exceed understanding and boundaries. But in turn, they take agency completely away from the player. In a game that essentially relies on choice and player agency, this was the most counter productive move you could make in my opinion.
Look and listen at this video, its one of your own commercial videos:
Let me summarize the most important points your speaker says: "Mass Effect is a world of vast possibilites and outcomes. You get to shape the course of events in real time, as the game reacts to decisions you make.
In the end, where it matters the most, where all the peoples individual Shepards (looks, romances, decisions) come to watch their story to a close, all of this is thrown overboard and doesn't matter the slightest. Regardless of previous possibilites, in the end i face a godlike being offering me 3 choices i have to take. I cannot even question the choices i am given, i simply have to accept. Moreover, none of my choices has any significantly different outcome.
Look at this fanmade video:
In the final hour, where for me, 170 hours i spent with my Hsepard comes to its climax, the defining characteristics of the series
- choice
- and shaping your own outcome
2. Massive plotholes
Most of them have been mentioned countless times before. How did my squadmate who was with me before i charged at the beam suddenly end up on the Normandy? Why and how did Joker suddenly flee the battle and end up on a jungle world? Where did the Illusive Man suddenly come from? Why was Anderson behind and suddenly ahead of me? How is it possible that in a world that is rooted in science, i can suddenly merge all organics and synthetics by jumping into a colorful beam of light?Why did this starchild god living on the Citadel didn't help Sovereign when i stopped the Reapers from appearing in game 1?
And why is Shepards story suddenly told in retrospective after the credits? You went to lenth to make it something that is rooted in our reality, just a few years from today, and all by discovering some alien technology by sheer luck. And suddenly the narrative is turned all upside down and it was just an old mans tale soo many years ago? To name the most pressing.
Of course, you can explain all of these by the simple fact its a "divine" and "god-like" being, but thats exactly the problem with that concept. Gods can explain everything, cause they exceed the limits of anything. No matter how illogical and ridiculous, gods can do it and need no explanations cause they are gods. The consueqwuence, sadly, is that is also always leave a bad taste in my mouth. The feeling it leaves behind is a very lazy feeling of buying the cheap way out by stating "god did so" instead of going the more difficult but also more rewarding way of wreiting something that can do without the divine deus ex machina.
3. The Lack of any closure.
Lets assume for a second the "Return of the King" (Lord of the Rings" would have had a different ending. Frodo is given 3 choices
- Destroy the Ring, but destroy elves and dwarfs alongside
- Take control of the Ring, thereby controlling orcs and end the war, but kill himself
- Merge Orcs and the other species to a new evolution and bring peace
To me it doesn't, but that is exactly what the ME 3 ending is like to me. Stories deserve and need closure. In Literature, its called epilogue, and its the first thing you learn in any literature class. After the climax comes an epilgoe. It reflects what happens, shows the changes the climax has brought, and how the heroes of the story move on. It also enables the reader/watcher to let go of their heroes, coming to grasp their story is over and what happened to them all. Me 3 provides none, no closure, no epilogue. It ends with a vague choice totally out of the blue, only to end right there.
4. Adding something memorable for the sake of adding something memorable
This is an arguable point, but i make it anyway. If i think of a memorable point in the Mass Effect series, its ME 2 when entering the Omega 4 relay. I have watches this scene over and over even long after finishing the game cause it was so great, replayed the battle and its important choices to make cause they were just over-the-top-great.
But they were that way because they were so well written and played out so well. And they were fitting within the whole game and story line so far. To me , it feels likw you wanted to end the game on a memorable note by inserting something memorable. To do that, you stopped continuing story at that point and inserted "module A - memorable ending". But that doesn't work. Endings do become memorable cause they are so well done, and lead the story to its peak, emotionally and plotwise. ME 3 had that potential , the story to that point was brilliant and leading to an epic final. But then you simply stopped and added something totally unrelated to have an "unforgettable moment"
This can never work in my opinion. Adding something just for the sake of adding something that is unexpected, or memorable will only lead tio confusuon, bewilderment and disappointment. Stoires become memorable cause they bring its story point to the very top and are brilliant creative art. Given the rest of the game, you have had the people to achieve exactly that. But stories don't become memorable by dropping the story and adding "module - unforgettable".
5. Disrespect for the previous gameplay
Mass Effect has always been Shepards story. And among players, Shep can be vastly different. Shep can be male or female, pick 6 different classes, can be a full Renegade or full Paragon, or the many shades in between. Some may have saved the Rachni Queen but handed the Collector base to Cerberus. Some may have done vice versa. Some may have done saved the Queen and destroyed the base, but let the Council in ME 1 be killed. Shepard is anything but a one size fits all. And that has been the great appeal of the series. It felt like you truly playes your Shepard, cause there so many distinct ways to shaoe the character. Each of us have our own Shepard. Sure, we in the very end followed the path you made available, but this left so much room per everyone to have a personal Shepard.
And this was totally negated in the end by a canon "one-size-fits-all" Shepard. When entering the beam, all of this is negated to nothing. We have a male of female Shepard to enter the beam, having to kill the Illusive man no matter what, and then having to accept whatever the starchild tells us and pick one option we are offered where we can't even talk to the kid but just listen. All the individual Shepards are suddenly gone, and with that comes a great loss for us players and alongside a heavy loss of one of the games biggest appeal.
6. Pointless choices
Everything you did up to that point was scrambling to save the galaxy, protect your friends and try to stay alive yourself. In the end, you always blow up the relays, trapping all forces i Sol System to starve on a scorched earth, You ruin galactic civilization you fought so hard to protect, and best of it, Shep doesn't even object, she simply limps to pick one choice without a fuss. What does it matter i gave the Quarians a homeworld and solved their issue with the Geth, that i cured the Genophage and help the Krogans. The Quarian fleet is trapped on earth, and so is the Krogan population. What did it matter i saved the Council? This also refers to point 5, everything of your previous story you experienced with Shepard, everything you fought for, played for, is rendered into Oblivion and was absolutely pointless. This is also what killed any replay value of all 3 games for me: why play any games and fight and decide if i know that in the end, it was and will be all for nothing?
Now i saw some articles on gaming magazines thats a lesson that "sometimes things exceed men and we can't change everything". But lets face it: this is still a videogame, a product of digital entertainment. I have philosophy books of Plato, Socrates at home if i want to engage in a deep philosophical debate about the meaning of life and the impact of man. Mass Effect is a fictional piece of entertainment, where the most time of actually gameplay you are shooting at various monsters and watch them die or explode. It is, despite and well done touching intellectual points, still a piece of fiction, and not a philosophical letter about the little impact of man.
7. No Counter argument despite undeniable proof
The starchilds main argument is that all organics will eventually create synthetics that will destroy all organics. So its solution is to destroy all developed organics by synthetics. That alone is an assumption that is at the very least questionable. Shepard does not.
Moreoever, even if we believe this, why can't i claim "thank you, i'd rather see for myself and face whatever we might create then getting exterminated? Why does Shep has to blindly acccept this rather questionable reasoning.
And at worst, the proof is not true is just outside the window. Gewth have solved their issues with the Quarians, they fight alondside to battle the Reapers. Edi embraced a soul and fell in love with an Organic. Its the undeniable proof something different is possible. The kid can argue it won't last, and maybe he's right, maybe not. But i can't even mention it, argue it. Starchild tells me thats the way it is, and despite having proof it doesn't hve to be that way right in the background, Shep only nods. This feels so odd and out of character (also see taking agency away from the player).
8. Ending contradics the previous themes
This is perhaps also questionable, but an important point to me. The whole series was about unity and freedom. Shep fights with a multi-species crew, make friends along them, solves issues along species, proves old prejudices wrong. The main and constant villain apart from the Reapers is Cerberus who strive for human dominance and belittling other species. The overall theme is unity, stand together, respect for other, fitting in, overcoming differences and seeing how much alike truly are.
This is, in whole ME 3 especially, what brings your army together in the first place. The ending suddenly contraditcs this. Unity, respect, live alongside each other: nothing of this can last. Regardless of choice, you blow up your union when you blow up the relays. Moreover, the green option even perverts this unity and living along each other by a forced merge into a new "evolution". The whole general theme of the game is reduced to burning rubble cause this starchild tells me it doesn't matter and i have to swallow it.
Wow, long wall of text, now what kind of ending to i want:
What ending do i want to see:
- First and foremost, i want my Shepard to matter in how it ends. I want the whole journey my Shepard has had to matter when the final fate is decided. And i want this ending to reflect her, and her journey.
- I want to see closure, what happened after the climax is done, what happened to Shep, to the galaxy, to my companions, to everything i touched and cared for. This is a 3 games series which 150 hours + gametime each character, it just deservers an epilogue/closure fitting the magnitude and size of the series.
- I want a good ending. I know many claim Shep has to die and that this "Disney happily-ever-after" is boring. I disagree. Of course, a guaranteed happy ending that it will lead to is boring. But it is just as boring as a guaranteed "death cause the Reapers are to big to take without sacrifice". The game promised 16 different endings, so let one be a good ending where Shep can make it. It doesn't have to mean you can get everyone out alive. The scene i had in my head pre release was that you had to decide to leave one squadmate behind to cover your back, and you would know he/she would die in the process of covering your back. The scene wehn you order this and say goodbye could be so emotional. And i had expected that like in ME 2, assigning your crew to various tasks would matter. Perhaps with the exception that some tasks are a death sentence this time, regardless who does it. But give one ending where Shep can make it, battered and bruised, and to quit military service, mourning all the losses she had to endure, and take her LI and start a peaceful life with her. This should by far the hardest ending to get, but it should be one.
- Talking about 16 endings: what about variety? 16 endings provide so many options to reflect all the choices you made in the series from beginning to end, from the good one to the very bad one and 14 shades of grey in between.
- Its probably too late now, but since this is about wishes: take out a the god starchild. Its a complete lore-breaker, and a deus ex machina is always felt to be a copout to a story and leaves a sour taste.
- Make the theme and our individual choices matter: let us, as promised, shape the course of events by the decisions we take and the actions we take. If you do that, you will be guaranteed to have a memorable ending.
- Do not render all efforts pointless. I fought for 3 games to save the galaxy, to unity the galaxy. Do not render it pointless be offering me green, blue or red. Give meaning to what happened before godchild. As it is now, you can as well scrap everything else and release the whole series as a small dlc called "The Beam of Light". Nothing you did before has meaning, why play it?
- Stop trying to keep is vageu and speculating. Mass Effect 3 is the end of Shepards story, end it!!! No mysterious breathing scenes, no speculation what might have happened, what your choices will mean. An end is called an end cause it answers the wuestions and fixes what happens. Otherwise its anything but an end.
- And last but not least be honest: if Casey Hudson declares before release how memorable the ending would be and that its anything but choosing A, B or C....we're not stupid. The end was just that, choose A,B or C. It wasn't even choosing destruction, control or merge, , as the consequences of this choices were nowhere to be seen. It was just Red, Green or Blue, nothing more. And that, for such a beatiful game series where its all about shaping your indicidual way how to play the game, is, i am sorry too put it bluntly, just lousy.
Modifié par MoSa09, 17 mars 2012 - 10:30 .





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