I can only speak for myself, but the kind of ending I wanted was:
I know you love B5 and that it heavily influenced ME (one need only look at the protagonists initials), but instead of “Get the hell out of our galaxy!” the ending we got felt more like:
Colonel Sanders makes a good point there, the problem is choice. You gave us a choice with no consequences other than the ones we think of for ourselves. One could argue that it is the failing of the fans imagination that created the backlash, but I disagree.
It is the second Shepard gets hit by an unavoidable attack that you take away the illusion of self-determination that made the ME series so enjoyable. Nothing the player does after this is out of their own initiative. The encounter with Anderson and the Illusive Man can be cut out for all intents and purposes, other than to finish up the Cerebus plotline.
Contrast and compare:
The ending of ME1: The choice? Saving or destroying the council. The choice is given quickly, as it should in times of battle. It is also clear; sacrifice one or the other. Characters plead with you. The player decides and has the illusion of choice feeling as though he helped create the story
The ending of ME2: The choice? Destroying or keeping the collector base. Destruction was the original plan, but an added choice is given the last minute and you have different characters pleading with you for their own personal favourite. Once again, the choice is clear, do you allow Cerberus to have a massive resource? The player decides and has the illusion of choice, even though it matters next to nothing.
The ending of ME3: The choice? Destroy, control, synthesis. The original plan was to destroy the reapers, but at the end the player is given two additional options by an unknown and unknowable agent who then pleads to Shepard from one perspective. The choice isn't clear at all. Why destroy all synthetics? Why control the reapers and blow up the mass relays? What does synthesis even mean? This limits the illusion of choice intensely, instead of the choice flowing from the narrative and known intentions of characters, an arbitrary choice is handed down from on high to the player.
Modifié par Dutchvigilante, 19 mars 2012 - 09:39 .





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