Let me start of by quoting what I written eralier in this thread, just as a reminder so I do not have to type something similar again:
Subject M wrote...
Look...
I think we all deep down understand that everything has consequences and that no ending should be without its own pros and cons in a game like this. But we also know that people have different preferences when it comes to endings. Some people like "happy" ending and other people loves to watch their hero go down in a blaze of glory and so on and so forth.
So what does all this mean?
It means that if Shepard survives and have blue babies, a house on Rannoch or adopts a krogan baby with Garrus, there have to be costs associated to these endings.
I would have suggested a logical approach here:
You need to be highly prepared to survive, but preparation takes time, all that gathering allies, resources and so on would be one part of the scale and on the other, Earth itself. The longer you wait, the more people dies. In short, bringing the full might of the galaxy upon the reapers and ending up surviving with your LI and babies and so on, would mean that Humans would more or less become an "endangered species" Reduced to a couple a couple of hundred thousands survivors or something.
It also means that people will always look for the ending that resonates strongest with them.
>The Razman
I guess the point was that some people would prefer or think it is "better" or more "in line with character" with Shepard dying and the humanity ending up more numerous while others would similarly think Shepard living with blue babies and what not is the best ending, but with humanity decimated. You can throw in variables such as Anderson dies, if Shepard lives and vice versa, but I must make clear that I fully reject the idea that tragedy and not satisfaction is or should be what the developers wants to instil in players.
I think most of us expected them to honor the tradition and thematic style of the series at the end.
I would personally never have invested so much time and effort in a series like this if I suspected the ending not lining up with the rest of the story.
Now, , if I understood it correctly, to The Razman, the presence of a realizable "happy" alternative in a story/game effectively ruins the effect of the "tragic" ending as he believes that people who do not like or prefer that ending will choose another ending.
Its true in the sense that if the developers do not want to give the players any other ending then one that is tragic or otherwise a Kobayashi Maru-moment, providing them with alternatives that allows them "happy endings" or whatever, would effectively allow the players to escape the "full weight" of the tragic ending.
But as I mentioned earlier, such a decision makes no sense in a game like this. However, what does make sense, and what should be respected, is a branching storyline that in every alternative respects the setting and themes of both the overall story as well as its own "path-specific" unique themes. Thats why a Ruthless renegade playthrough of the trilogy should result in a very different type of ending then a heroic paragon playthrough but with shared basic/main setting, themes ans plot.
Of course, a player should not be unnecessarily punished for earlier mistakes (such as choosing to save the "wrong VS" for a desired outcome of the ending of the trilogy for example, there should always be some options so that you can make some adjustments and get back on desired course towards your preferred ending), but there should also be a noticeable cost to having made the wrong decisions, you might not have the time or resources to fix all of your earlier mistakes so you must choose and get your priorities straight.
And again as I mentioned earlier, the general setting in mass effect 3 is one that hardly allows for a 100% happy ending crowned with partying with Ewoks under fireworks.
Modifié par Subject M, 12 mai 2012 - 02:58 .