Justin2k wrote...
Hyrist wrote...
The question from me that stands is - why are multiple endings off the table? I am not opposed to having artistic endings but the concept of just appealing to one niche ending falls flat on its face in this sort of medium - which can usually thrive under the banner of multiple endings (and it is a banner that BioWare did wave for this game.)
Not to disregard other points you have made but I do have one theory on that.
One of the most disappointing things about me for ME3, and far more disappointing than the ending, was that I found
- Hostile Geth
- Udina as Councillor
- The Collector Base intact in cerberus hands
- a Turian, Asari and Salarian councillor
- Genophage cured
- Destiny Ascension in battle
I had reprogrammed the geth. I had chosen Anderson as councillor. I had destroyed the base, let the council die, destroyed the genophage data and the destiny asencion was wiped out.
Bioware were too optimistic with the amount of choices they gave in Mass Effect series. While they gave reasons for this stuff happening, it was flimsy. In ME1 letting the council die gives you the impression earth would take over the citadel. It really doesnt work out that way. There were far too many different variables for them to create a consistent game.
If there is to be a ME4 which seems to be rumored, it would be far easier to continue if ME3 ends the same way regardless for most players.
Ok, I can see that aspect, but again, there can always be on cannonial ending that is declared. It might cause some upsetting ,but the degree is far less because people get to express their own 'personal story', and, given BioWare has the ability to moot out specific things thanks to time lapse.
You might consiter it a cop-out, but in hindsight, chosing to lose the Destiny Ascention did net you a stronger Alliance fleet, and puting Anderson on the council did get your Specter Status restored (which allowed for a slightly different ME2 story.) Recognizing these choices did make your story more personal.
Now let me clarify further. What I'm looking for in DLC endings can be consitered something similar to the Paradox Endings in FFXIII, in which they're not canon to the 'true' ending, but it gives Headcanon players their own sence of closeure. They can even be Cannonial endings that result in similar, but unique outcomes.
For example: instead of using the Crucible conventionally, it becomes like a chain-lightning cannon that leaps from reaper to reaper, destorying all the ones in the Sol System and crippeling the reapers. The reapers, in responce, begin dismanteling the relays in an attempt to defend themselves. But eventually have to flee back into dark space, leaving the Relay Network crippeled, but not completely down.
Or a more cosmetic alternant ending, where it's Harbringer, and not god-child, explaining the Crucible to you and making an attempt to stop you from using it via similar means as Soverign-Saren.
There are possiblities of addressing specific parts of the complaints without really harming the overall artistic ideal. It just seems as if BioWare does not want to explore these options.