Ok, the endings - let's be clear - there is more going on there than just R,G,B. So why would so many choose to characterize the endings as RGB and ABC?
First - I know about the interviews in GameInformer and NowGamer and such that pre-date the release of ME3. Some of what was said about the ending, which helped to set up gamer expectations, ended up reflecting rather poorly against the ending sequence. This is one of the most basic, most overlooked, and least understood reasons behind fan angst regarding the ending. But - that isn't Stanley Woo's fault, or anyone who actually worked on developing the ending sequence.
So if Mr. Woo or anyone else gets on the defensive over it, even for a moment - don't sweat it. You know where the original quotes came from and who said what, so don't continue to take it out on him or demand satisfaction from him, because he's not really the source of your problems.
Now, as far as simplification goes - It is not what the endings symbolize, or what may "really" be happening to Shepard, or what is open to speculation, that is simplified. When you play through the endings, particularly at lower and lower EMS levels, you begin to see that what is said to Shepard by the Catalyst, and how the choices are handled, begin to make less and less general sense - even though the scenes are using all the same components, dialoge, choice options, and cutscenes as the scenes for the higher EMS levels.
Here, you need to do a bit more mental work to close the gaps between dialogue, event, and explanation. And because you're not really exposed to anything different cinematically than you would be if you had a higher EMS level, it FEELS like things were simplified - you feel the strain of the dialogue stretching itself to match each possible arrangement of choices (destroy only, destroy/control only, control only, etc.). If there had been genuinely separate and distinct dialogue and cutscenes for each EMS tier and each possible arrangement of choices, things might feel a bit more robust cinematically. That's not to say that what is presented is shoddy or slapdash, but that point in the story doesn't seem to be the appropriate time for the player's reasoning to be strained.
I've tried to explain it away in terms of what the player is exposed to, I hope I did a sufficient enough job.
Modifié par jds1bio, 30 mars 2012 - 11:53 .