Aramina wrote...
At the risk of sounding too much like someone who shall not be named here, I always felt that in the previous ME games, it was the journey that really mattered. I'm a hardcore RPG fan (I grew up playing Baldur's Gate and Icewind Dale), and I love being able to make a game my own story, but I also recognize that at some point I do have to get back to the "real" story, especially in a game with a sequel. As awesome as it would have been in Baldur's Gate if my char could have just "Screw it, I'm on the first boat to Maztica," I knew that my own ideas about how the story should be still had to mesh with the story the writers wanted to tell.
This is a good point. Someone else mentioned illusion of choice and all CRPGs are going to have to ultimately come down to illusion of choice to some capacity, because players can only do what has been put in there!
I promise I do have a point to this
While I know that the ending of a game all about choices has to be one that ties in a bunch of different playstyles, it is ultimately everything I did up to that point that make the ending truly unique. Keeping the Baldur's Gate example: the end of ToB lets you become a god if you want to, or turn down the power and live as a mortal. On the surface, it seems like these are just two choices that have nothing to do with anything I did earlier. I could play a supervillain or a paladin and get the same two choices. But wait! <snip for space>
I agree that the journey is important too. It's actually where I struggle with some of the disappointment people have, because I find it difficult to comprehend the perspective of someone that feels the entire game (or series) is meaningless and they aren't able to play it. I can understand from a logical perspective, but since it's not a perspective I share on a personal level, it's impossible for me to completely understand that perspective the same as those people. It's certainly unfortunate and I wish that that wasn't the case. I did enjoy the epilogues to TOB too.
I have a question for you if you don't mind answering it. You said you don't mind ambiguous endings. Is there a "sweet spot" of ambiguity/closure that you like? Wether it's cutscenes, BG/DA stye epilogue slides, a mix of both? Personally I prefer epilogue slides over cutscenes. It lets me have a sense of what's happening, while leaving it open enough to add my own spin on things. Cutscenes are always appreciated, but it's so easy to make them too ambigous (I'm looking right at you, ME3), and instead of some closure with room for interpretation I get confusion.
If you were to make me choose, probably text style epilogues are what I'd like. I like them from an imaginative perspective, but understanding the business I see them as a way to provide more varied feedback for lesser cost. But yeah, confusion is bad, and I can understand that people are confused about parts of ME3's ending. I guess it's probably more of a non-answer, but I am probably ambivalent towards the precise sweet spot for closure (as I'm a journey guy too I think), in that I'd have been okay with ME3 providing more closure. The one caveat for that is that I do frown upon epilogues that state what my character does after the game. The more open ended the story, the more I frown upon it.
I think it would have been a very difficult balancing act to ensure that people were satsified with the epilogues for the love interest without removing too much player agency. I think it's just as bad to go "Oh... My Shepard wouldn't have done that!" when reading up about how Shepard decides to give Tali a Mako for her birthday because he loves her SOOO much

Anyway, just curious as to your personal opinion on what makes a good ending.
I separated this because I found it interesting and a bit separate. For me, and this really goes for any plot point I guess, if I had to break it down it'd probably be "one that illicits an emotional response." The response has to be within the game, of course. If I'm going "I'm so mad because the ending had a giant bug in it!!! " that's not a good thing.
Though I don't even know if the type of emotion is necessarily important. I can love the ending to Throne of Bhaal, and it's decidedly happy and quite explicit (I think my Viconia bugged out though IIRC...), while I can love the ending to Planescape: Torment even though I find it quite sad, while I can love the ending of Fallout because the Overseer makes me SO ANGRY!!! It wasn't for years that I learned it's actually possible for him to get his due with particular traits

But yeah, if a game can illicit an emotional response within the context of the game, I find stuff like that powerful.