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"Pro-ending" Compendium Thread (Extended Cut, now with more clarity and colors!)


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#126
CDRSkyShepard

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UnstableMongoose wrote...

Fuzrum77 wrote...

I thought the ending was horrible and a complete lazy rip-off of the first Deus Ex game. The choices even have the same names. But I'm genuinely glad some people liked it. I don't wish mental anguish on anybody.


I can almost agree with that, but I've been playing video games for a long, long time. Deus Ex came out over a decade ago. If you make a game groundbreaking enough, the elements of what made your game great are going to become parts of other video games to come.

As fast as video games move, it is my opinion incorporating elements from a truly classic and great shooter/RPG in your classic and great shooter/RPG is not "ripping off" something, especially if the choices are presented in a very different manner. It's inspiration, not theft.

It was a very direct transposition of the endings from the original Deus Ex, but I feel the implications of how the galaxy-wide decisions you made throughout the trilogy interact with your final decision add a distinct element to it that was not present in the story of Mr. Denton.

ed. Don't mean to imply the classic "you're not as dedicated or as experienced a gamer as I defense" by talking about how long I've been playing games. Just saying that this is the perspective that I've accrued watching games develop since the NES era.


Inspiration, sure, but a complete copy with a differen't coat of paint? No.

Besides, this trilogy became amazing because it defined itself so well. When the devs were talking about incorporating controls more similar to Gears of War, people complained because they didn't want "Gears Effect." That was a silly complaint because it was just gameplay, which has never been the focus of the series. Now, suddenly, they take not so much inspiration as a direct stencil from Deus Ex, and apply it to the most critical point in the story - arguably the most defining feature of Mass Effect - and it's okay? Sorry, I just can't buy it. Mass Effect was definitely strong enough to stand on its own merits and creativity, and the mere fact the ending choices are named almost exactly the same as the ones in Deus Ex just blow that out of the water.

But sometimes that's good enough for people. I'm glad it's good enough for many fans. However, I personally thought I had something unique in Mass Effect, and for me, it isn't good enough. We shouldn't have had to settle for "good enough" in this game because the rest of it wasn't just "good enough," it was "fantastic."

#127
Hudathan

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This entire series is somewhat derivative to begin with. If you broke the games down to their individual components, they all seem lifted from classics of the genre. You got aesthetics from Star Wars, personality types from Firefly, character driven story telling from Deep Space Nine/Babylon 5, music from Blade Runner, themes from Battlestar Galactica, and so on. None of that detracted from my enjoyment of Mass Effect as I played it, and neither should an ending where I just happen to choose between three broad themes that are common amongst high concept sci-fi.

Modifié par Hudathan, 11 avril 2012 - 08:29 .


#128
UnstableMongoose

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CDRSkyShepard wrote...

*wall of text now three quoted posts deep, cutting for clarity*


I'm going to have to play the "nothing is truly unique" card here. Everything in Mass Effect is borrowed, down to Male Shep intentionally hamfisting his lines Flash Gordon style. Mass Effect's beauty, as does all fiction, lies in how it ties story elements that have already been in stories together in a new way. The Deus Ex plot choice was not a new element, but when co-opted the way it was into the Mass Effect story, it became something different.

#129
CDRSkyShepard

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Hudathan wrote...

This entire series is somewhat derivative to begin with. If you broke the games down to their individual components, they all seem lifted from classics of the genre. You got aesthetics from Star Wars, personality types from Firefly, character driven story telling from Deep Space Nine/Babylon 5, music from Blade Runner, themes from Battlestar Galactica, and so on. None of that detracted from my enjoyment of Mass Effect as I played it, and neither should an ending where I just happen to choose between three broad themes that are common amongst high concept sci-fi.


But they lifted many different concepts from many different works. Almost all of the above you lifted did the same for their own IPs.

However, an ending to one sci-fi-ish game and another sci-fi game are almost carbon copies of each other - not necessarily in what the consequences represent, but in their overall concepts - and that's not creative at all. Sure, sci-fi IPs share common themes and such all the time, but they mold them and make them their own within that universe. The fact that there is so much overlap - because they're both endings, they both have the same choices, and they're even called the same things - it's not a mere lift or direction inspired by a different IP, it's an outright copy. Though, when you get into these kinds of arguments, it's arguably splitting hairs.

I wouldn't be as annoyed by these being very, very similar to the Deus Ex endings if they were different enough from one another that they didn't have identical cutscenes between them. You are railroaded into the relays being destroyed, the Normandy being destroyed, your crew being stranded, the Sword fleet being stranded, the economic future of the galaxy being grim, and a bunch of other very major consequences no matter what you did in the game, or in the two prior games. The only things that are different are the survival of Shepard, the Citadel, and whether or not Earth is a wasteland. That's it. For any other game, this would be acceptable (not great, but acceptable). What makes it not acceptable for Mass Effect is that you are supposed to be able to influence these kinds of things instead of being railroaded and forced to watch what unfolds as if it were a movie. If I wanted to see that, I'd play Halo. I'd even be okay with there being only 3 end choices (though I think there should have been a few more) and being forced to accept StarChild telling me what I've already accomplished is impossible if we had more variation on what happened to who and what civilization depending on what we've done in the previous games. As it stands now, it doesn't matter what you've done, all that matters is your EMS at the end and what color you choose.

I don't know about you, but that's a severe letdown.

Edit for typo.

Modifié par CDRSkyShepard, 11 avril 2012 - 08:43 .


#130
Hudathan

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I think a lot of that could be addressed by a potentially well done extended cut. They can keep the three central themes but put in enough personal variations so that each player feels like they have a unique piece of the story even though we must all share the main concept.

#131
CDRSkyShepard

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Hudathan wrote...

I think a lot of that could be addressed by a potentially well done extended cut. They can keep the three central themes but put in enough personal variations so that each player feels like they have a unique piece of the story even though we must all share the main concept.


No extended cut they do will change what's already been shown, unless none of it was real to begin with. (Not necessarily Indoctrination Theory, but just throwing it out there.) The Normandy still crashes, the relays are still broken, and the fleets are still stranded.

Only sci-fi "miracles of science" plot devices can save the quarians a decades-long trek back to the Perseus Veil, economic supply lines, or the Normandy crew. I personally am not happy they crashed the Normandy herself, she was one of my favorite characters...and yes, I consider the ship a character. It was totally not necessary and we should have had the option to avoid it. Alas, we had very few options in general, and that's why a lot of people aren't happy with the endings, or the fact we're only getting "clarity and closure."

It also doesn't fix the "Um, hate to tell you Catalyst, but the geth really don't want to war with us, and we've accepted that now, so can you just leave us be?" problem a lot of people are having with the way things are. There was even a whole arc about how the geth really didn't rebel against the quarians...they were just fighting for their survival, and let the quarians leave instead of exterminating them. The existence of the Catalyst itself also raises some very hard-to-answer questions about the events of ME1. 

#132
fle6isnow

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Hudathan wrote...

This entire series is somewhat derivative to begin with. If you broke the games down to their individual components, they all seem lifted from classics of the genre. You got aesthetics from Star Wars, personality types from Firefly, character driven story telling from Deep Space Nine/Babylon 5, music from Blade Runner, themes from Battlestar Galactica, and so on. None of that detracted from my enjoyment of Mass Effect as I played it, and neither should an ending where I just happen to choose between three broad themes that are common amongst high concept sci-fi.


Yup, and the Reapers are basically the Borg. And the endings here draw themes from the Foundation Series by Asimov... I found a thread on that, actually. Shall go look for it...

Edit: found and added to first post! I'll have to dig through my library to find my Foundation novels... I read them so long ago, lol.

Modifié par fle6isnow, 11 avril 2012 - 09:29 .


#133
CDRSkyShepard

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fle6isnow wrote...

Hudathan wrote...

This entire series is somewhat derivative to begin with. If you broke the games down to their individual components, they all seem lifted from classics of the genre. You got aesthetics from Star Wars, personality types from Firefly, character driven story telling from Deep Space Nine/Babylon 5, music from Blade Runner, themes from Battlestar Galactica, and so on. None of that detracted from my enjoyment of Mass Effect as I played it, and neither should an ending where I just happen to choose between three broad themes that are common amongst high concept sci-fi.


Yup, and the Reapers are basically the Borg. And the endings here draw themes from the Foundation Series by Asimov... I found a thread on that, actually. Shall go look for it...


Only a very, very basic level. I could compare and contrast the two all day, in the end, the only thing they have in common are they want to integrate both the organic and synthetic, and they want to take over everything . That's about it.

The Borg wish to conquer, to bring other beings to a state of perfection, their perfection. The Reapers only want to "ascend" other species during their harvesting cycles to keep them from destroying each other. In a way, the Reapers are more selfless. In Drew's version of the script, they wanted to do it to keep the other civilizations safe from the dark energy threat. They also have two wildly different (theorized) origins, and also operate very differently. While the two concepts are very similar, they are also very different, and that's how you use other IPs to influence yours. You use familiar and successful concepts and mold them so they're not directly recognizable on the surface. You don't directly copy-paste a concept into your universe. 

#134
terdferguson123

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Good Idea for a thread

I made this thread a while ago, but I think it does a good job of explaining some of the misconceptions. Post it if you like.

http://social.biowar.../index/10569003

#135
Hudathan

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 A discussion on why destroying the relays does not destroy the entire galaxy, with pictures!

http://social.biowar.../index/11300813 

CDRSkyShepard wrote...

Hudathan wrote...

I think a lot of that could be addressed by a potentially well done extended cut. They can keep the three central themes but put in enough personal variations so that each player feels like they have a unique piece of the story even though we must all share the main concept.


No extended cut they do will change what's already been shown, unless none of it was real to begin with. (Not necessarily Indoctrination Theory, but just throwing it out there.) The Normandy still crashes, the relays are still broken, and the fleets are still stranded.

Only sci-fi "miracles of science" plot devices can save the quarians a decades-long trek back to the Perseus Veil, economic supply lines, or the Normandy crew. I personally am not happy they crashed the Normandy herself, she was one of my favorite characters...and yes, I consider the ship a character. It was totally not necessary and we should have had the option to avoid it. Alas, we had very few options in general, and that's why a lot of people aren't happy with the endings, or the fact we're only getting "clarity and closure."

It also doesn't fix the "Um, hate to tell you Catalyst, but the geth really don't want to war with us, and we've accepted that now, so can you just leave us be?" problem a lot of people are having with the way things are. There was even a whole arc about how the geth really didn't rebel against the quarians...they were just fighting for their survival, and let the quarians leave instead of exterminating them. The existence of the Catalyst itself also raises some very hard-to-answer questions about the events of ME1.

The fleet being stuck in Sol might be a tough deal for our heroes, but that doesn't make it a 'bad' ending as far as storytelling goes. It's simply what Bioware wanted to happen and might even be something they eventually want to build on. We might be upset at the fact that Sol is in such a terrible state at the end of the game, but that doesn't mean the writing or storytelling is objectively 'bad' like so many people claim.

As far as using the example of the Geth to argue with the Catalyst, it would have been an absolute waste of time for a wounded Shepard barely living on what little strength remained. It would also have no bearing on why Shepard was there to begin with, which is to turn on the Crucible and hope it stops the Reapers somehow and save as many lives as possible.

Also, just because the Geth rebelled out of self defense does not mean it was not a rebellion. The fact of the matter is, the servants overthrew the masters, the definition of a rebellion. If anything, the Catalyst gets us to realize that it's not always the synthetics we create who become the aggressors, but rather us organics who are unable to accept a form of life so fundamentally different from our own. It's symbolic of the limitations we organic beings place on the definition of 'life' and is always interesting to think about.

And just because the Geth and the Quarians were able to achieve peace this time around doesn't mean that it will always be possible. It's not even possible for every person who played this game with good intentions. Had the Reaper conflict not come around, the Geth vs Quarian conflict would have continued to its natural conclusion, most likely with the annhilation of the Quarians due to their eventual counterattack to retake their homeworld.

The Quarians would have never looked at the Geth as anything more than mortal enemies and would have never considered even the possibility of peace. The Geth would have been forced to make the exact same consensus they made in ME3 to defend themselves and wipe out the Quarians if need be. All this would have gone down with little outside interference from any of the other races.

Such a conflict could easily lead the Geth to reach a new consensus, one where they would never be accepted by organics and that the only way for synthetics to survive is to become the dominant life form in the galaxy, leading to exactly what the Catalyst wanted to prevent. And if the Geth isn't powerful enough to accomplish that, some other synthetic race down the line might very well be. That's why the Catalyst chose a method of prevention when it came to this issue, and that's why a single temporary example of peace between synthetics and organics is not a sufficient enough argument on the subject.

#136
fle6isnow

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@terdferguson123, Hudathan: thanks, added.

#137
incinerator950

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Hudathan wrote...

This entire series is somewhat derivative to begin with. If you broke the games down to their individual components, they all seem lifted from classics of the genre. You got aesthetics from Star Wars, personality types from Firefly, character driven story telling from Deep Space Nine/Babylon 5, music from Blade Runner, themes from Battlestar Galactica, and so on. None of that detracted from my enjoyment of Mass Effect as I played it, and neither should an ending where I just happen to choose between three broad themes that are common amongst high concept sci-fi.


I think some of the bad "Military Officer's Dialogue" that was in the First game came out of Star Trek.

:P

#138
Hudathan

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incinerator950 wrote...

Hudathan wrote...

This entire series is somewhat derivative to begin with. If you broke the games down to their individual components, they all seem lifted from classics of the genre. You got aesthetics from Star Wars, personality types from Firefly, character driven story telling from Deep Space Nine/Babylon 5, music from Blade Runner, themes from Battlestar Galactica, and so on. None of that detracted from my enjoyment of Mass Effect as I played it, and neither should an ending where I just happen to choose between three broad themes that are common amongst high concept sci-fi.


I think some of the bad "Military Officer's Dialogue" that was in the First game came out of Star Trek.

:P

Shout out to Trek. :wub:

#139
ardensia

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fle6isnow wrote...

Mmm, I'm putting off summaries for now, I think. Too much work and I am laaaaazy. I am compiling the summaries you guys have posted though, and will put them in... eventually...

But I'm with you on being a "pro-ender"; the point that I agree on with most Retakers is that the delivery was rather iffy. I don't agree that it was THAT bad, but it's definitely not as good as it could be. The point where I disagree with most Retakers is that the themes were contrary to the rest of the series, or that the ending was totally out of the left field. The themes of control, synthesis, and destruction are all over the series.


Yeah, prettymuch. I didn't think the themes surrounding the ending came out of left field so much as they were just presented in a way that was poor storytelling. They weren't nearly bad enough to ruin such an amazing game for me, but I'll wait for the extended cut before I dare call the endings good.

Hudathan wrote...

This entire series is somewhat derivative to begin with. If you broke the games down to their individual components, they all seem lifted from classics of the genre. You got aesthetics from Star Wars, personality types from Firefly, character driven story telling from Deep Space Nine/Babylon 5, music from Blade Runner, themes from Battlestar Galactica, and so on. None of that detracted from my enjoyment of Mass Effect as I played it, and neither should an ending where I just happen to choose between three broad themes that are common amongst high concept sci-fi.

 

^^This.

#140
TK EL_

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If you want to get technical, everything is derivative of something as there is certainly nothing new under the sun. It doesnt change the fact that this just did not belong in mass effect.

#141
Hudathan

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TK EL wrote...

If you want to get technical, everything is derivative of something as there is certainly nothing new under the sun. It doesnt change the fact that this just did not belong in mass effect.

I don't see how you can say that about a series that's literally every other sci-fi series rolled into one.

#142
CDRSkyShepard

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Hudathan wrote...

 A discussion on why destroying the relays does not destroy the entire galaxy, with pictures!

http://social.biowar.../index/11300813 

*snip*

The fleet being stuck in Sol might be a tough deal for our heroes, but that doesn't make it a 'bad' ending as far as storytelling goes. It's simply what Bioware wanted to happen and might even be something they eventually want to build on. We might be upset at the fact that Sol is in such a terrible state at the end of the game, but that doesn't mean the writing or storytelling is objectively 'bad' like so many people claim.

As far as using the example of the Geth to argue with the Catalyst, it would have been an absolute waste of time for a wounded Shepard barely living on what little strength remained. It would also have no bearing on why Shepard was there to begin with, which is to turn on the Crucible and hope it stops the Reapers somehow and save as many lives as possible.

Also, just because the Geth rebelled out of self defense does not mean it was not a rebellion. The fact of the matter is, the servants overthrew the masters, the definition of a rebellion. If anything, the Catalyst gets us to realize that it's not always the synthetics we create who become the aggressors, but rather us organics who are unable to accept a form of life so fundamentally different from our own. It's symbolic of the limitations we organic beings place on the definition of 'life' and is always interesting to think about.

And just because the Geth and the Quarians were able to achieve peace this time around doesn't mean that it will always be possible. It's not even possible for every person who played this game with good intentions. Had the Reaper conflict not come around, the Geth vs Quarian conflict would have continued to its natural conclusion, most likely with the annhilation of the Quarians due to their eventual counterattack to retake their homeworld.

The Quarians would have never looked at the Geth as anything more than mortal enemies and would have never considered even the possibility of peace. The Geth would have been forced to make the exact same consensus they made in ME3 to defend themselves and wipe out the Quarians if need be. All this would have gone down with little outside interference from any of the other races.

Such a conflict could easily lead the Geth to reach a new consensus, one where they would never be accepted by organics and that the only way for synthetics to survive is to become the dominant life form in the galaxy, leading to exactly what the Catalyst wanted to prevent. And if the Geth isn't powerful enough to accomplish that, some other synthetic race down the line might very well be. That's why the Catalyst chose a method of prevention when it came to this issue, and that's why a single temporary example of peace between synthetics and organics is not a sufficient enough argument on the subject.


The destruction of the mass relays don't necessarily result in the destruction of the galaxy, not in this instance, despite the fact that the energy released from a destroyed mass relay has already, canononically, destroyed an entire star system. The fact that this one was "different" is a mere plot device, a "because the writers said so" deal. They should keep everything consistent, but they didn't. If they wanted a scenario where the relays were defunct, they shouldn't have destroyed them, the should have had them overload and shut down instead of having them all go Michael Bay on us.

We still have FTL travel, but the economic supply lines of the galaxy were based on instantaneous star-cluster-to-star-cluster travel, and are thus absolutely decimated. You tell me how long the galaxy would be able to survive like that if, at best, it takes 25 years to cross the galaxy. But you probably don't know the answer to that, it's all hypothetical, and BioWare could make it an "oh, it's not so bad" scenario with a snap of their fingers if they wanted to. In that case...why was the destruction of the relays necessary? To freak us out? For giggles? I don't know, you tell me.

The Catalyst clearly says, "The created will always rebel against their creators," not the other way around. Though, you can argue from the angle that the Catalyst doesn't always mean the created will always be the agressors. However, that doesn't excuse Shepard just rolling over and accepting that what he/she worked so hard for can just be debunked by some holier-than-thou AI. I don't know about your Shepard, but my Shepard has a "never say die" attitude that would still show even if she were dragging bloody stumps behind her as she followed the catalyst to the platform.

Maybe the Catalyst is right, but at the same time, we can't assume its right. We have the right to our own destiny, and all the associated risks...thus, we have the right to be able to tell the Catalyst that he doesn't have the right to decide our destiny for us. Do you like people telling you what your destiny should be? I know I don't.

Sure, another created race down the line could screw us all over, proving the Catalyst right. But do you really, honestly think we shouldn't have the ability to tell the Catalyst we'd rather he not try and decide what's best for us? Because...what if he's wrong?

As it stands now, Shepard is making the huge assumption the Catalyst is all-knowing and all-powerful and it's the only one that knows what's best. Pretty out-of-character for the first human Spectre that called bull**** on the Council and kicked The Illusive Man around when he tried to tell Shepard to keep the Collector base. In the end, it's about how you play Shepard, and this is not how a lot of us play Shepard. If that's how you play Shepard, then that's fine. But we want the option to play our Shepard, not your Shepard, not BioWare's Shepard...our Shepard.

#143
TK EL_

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Hudathan wrote...

TK EL wrote...

If you want to get technical, everything is derivative of something as there is certainly nothing new under the sun. It doesnt change the fact that this just did not belong in mass effect.

I don't see how you can say that about a series that's literally every other sci-fi series rolled into one.


You are clearly still missing the point. Saying it is every other sci-fi series rolled into one is not a point. There is nothing out right now that does not meet that description. I repeat, there is nothing new. When a game strays to close to another though, everyone calls foul and this is such a case. It just does not fit here.

#144
RollaWarden

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In any civilized debate, both sides need to be presented thoughtfully and thoroughly. Thank you, fle6isnow, for your compendium work here. It's irrelevant on which side I am regarding this debate. You have provided all of us with many viewpoints to assist us in making the best decision possible regarding our position on the endings. Bravo. Work well done.

#145
Hudathan

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CDRSkyShepard wrote...

The destruction of the mass relays don't necessarily result in the destruction of the galaxy, not in this instance, despite the fact that the energy released from a destroyed mass relay has already, canononically, destroyed an entire star system. The fact that this one was "different" is a mere plot device, a "because the writers said so" deal. They should keep everything consistent, but they didn't. If they wanted a scenario where the relays were defunct, they shouldn't have destroyed them, the should have had them overload and shut down instead of having them all go Michael Bay on us.

We still have FTL travel, but the economic supply lines of the galaxy were based on instantaneous star-cluster-to-star-cluster travel, and are thus absolutely decimated. You tell me how long the galaxy would be able to survive like that if, at best, it takes 25 years to cross the galaxy. But you probably don't know the answer to that, it's all hypothetical, and BioWare could make it an "oh, it's not so bad" scenario with a snap of their fingers if they wanted to. In that case...why was the destruction of the relays necessary? To freak us out? For giggles? I don't know, you tell me.

The Catalyst clearly says, "The created will always rebel against their creators," not the other way around. Though, you can argue from the angle that the Catalyst doesn't always mean the created will always be the agressors. However, that doesn't excuse Shepard just rolling over and accepting that what he/she worked so hard for can just be debunked by some holier-than-thou AI. I don't know about your Shepard, but my Shepard has a "never say die" attitude that would still show even if she were dragging bloody stumps behind her as she followed the catalyst to the platform.

Maybe the Catalyst is right, but at the same time, we can't assume its right. We have the right to our own destiny, and all the associated risks...thus, we have the right to be able to tell the Catalyst that he doesn't have the right to decide our destiny for us. Do you like people telling you what your destiny should be? I know I don't.

Sure, another created race down the line could screw us all over, proving the Catalyst right. But do you really, honestly think we shouldn't have the ability to tell the Catalyst we'd rather he not try and decide what's best for us? Because...what if he's wrong?

As it stands now, Shepard is making the huge assumption the Catalyst is all-knowing and all-powerful and it's the only one that knows what's best. Pretty out-of-character for the first human Spectre that called bull**** on the Council and kicked The Illusive Man around when he tried to tell Shepard to keep the Collector base. In the end, it's about how you play Shepard, and this is not how a lot of us play Shepard. If that's how you play Shepard, then that's fine. But we want the option to play our Shepard, not your Shepard, not BioWare's Shepard...our Shepard.

Then let me ask you this, what is Shepard's primary goal as a character in this game? To stop the Reapers by any means right? Is there a choice for a super logical Shepard to agree with the Catalyst and refuses to end the cycle? What about a choice to be completely Earth-centric and fight with Cerberus instead of the Alliance/Council?

Shepard as a character, regardless of alignment, has always followed a specific personality path with a specific goal. All we do as players is decide how he approaches the goal, but we cannot be omnipotent in the storyline. That's why someone always dies on Virmire, that's why Shepard is always the commander of the Normandy. It's what we all have to do when we play a story based game like Mass Effect vs an open world game like Skyrim. We meet Bioware's writers half way where we play as the character they created.

As for the 'created will always rebel against the creator' thing, the definition of rebellion is when those underneath rise up against those above. It doesn't matter if the creators themselves turned on the created, the created are still technically 'rebelling' if they choose to fight back. The Catalyst is pointing out the fact that organic life and synthetic life simply do not get along at a fundamental level, and there is plenty of evidence within Shepard's own experiences that makes this an interesting issue.

Shepard might have been self righteous enough through out the series to argue with people when it's appropriate, but those were different cirumstances with different goals. Standing at the top of the world and watching friends and comrades buying precious minutes with their lives, the only concern of the Shepard character should be to stop the Reapers ASAP by any means necessary. Any other needs are that of the player, not the Shepard character under those excruciating circumstances.

Also, every application of mass effect energy in this entire series is a plot device. It's an accepted part of the story and makes a lot of the sci-fi possible. Just because they introduce another way to use mass effect energy at the end of the story doesn't mean it's inconsistent. Mass effect energy has been used to do everything from killing people to brushing teeth, why is the energy in the relays any different?

TK EL wrote...

You are clearly still missing the point. Saying it is every other sci-fi series rolled into one is not a point. There is nothing out right now that does not meet that description. I repeat, there is nothing new. When a game strays to close to another though, everyone calls foul and this is such a case. It just does not fit here.

 
How is that not a point? Anyone can easily dismiss Mass Effect as a Babylon 5 clone but that's a callous statement which doesn't take into consideration all the unique nuances of the series. If we started down that road it would never end. You might disagree with a particular theme that the writers used in this game, but that is your opinion. Someone else might be glad to see that same theme here.

Modifié par Hudathan, 12 avril 2012 - 03:28 .


#146
SilentK

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CDRSkyShepard wrote...

The destruction of the mass relays don't necessarily result in the destruction of the galaxy, not in this instance, despite the fact that the energy released from a destroyed mass relay has already, canononically, destroyed an entire star system. The fact that this one was "different" is a mere plot device, a "because the writers said so" deal. They should keep everything consistent, but they didn't. If they wanted a scenario where the relays were defunct, they shouldn't have destroyed them, the should have had them overload and shut down instead of having them all go Michael Bay on us.

We still have FTL travel, but the economic supply lines of the galaxy were based on instantaneous star-cluster-to-star-cluster travel, and are thus absolutely decimated. You tell me how long the galaxy would be able to survive like that if, at best, it takes 25 years to cross the galaxy. But you probably don't know the answer to that, it's all hypothetical, and BioWare could make it an "oh, it's not so bad" scenario with a snap of their fingers if they wanted to. In that case...why was the destruction of the relays necessary? To freak us out? For giggles? I don't know, you tell me.

The Catalyst clearly says, "The created will always rebel against their creators," not the other way around. Though, you can argue from the angle that the Catalyst doesn't always mean the created will always be the agressors. However, that doesn't excuse Shepard just rolling over and accepting that what he/she worked so hard for can just be debunked by some holier-than-thou AI. I don't know about your Shepard, but my Shepard has a "never say die" attitude that would still show even if she were dragging bloody stumps behind her as she followed the catalyst to the platform.

Maybe the Catalyst is right, but at the same time, we can't assume its right. We have the right to our own destiny, and all the associated risks...thus, we have the right to be able to tell the Catalyst that he doesn't have the right to decide our destiny for us. Do you like people telling you what your destiny should be? I know I don't.

Sure, another created race down the line could screw us all over, proving the Catalyst right. But do you really, honestly think we shouldn't have the ability to tell the Catalyst we'd rather he not try and decide what's best for us? Because...what if he's wrong?

As it stands now, Shepard is making the huge assumption the Catalyst is all-knowing and all-powerful and it's the only one that knows what's best. Pretty out-of-character for the first human Spectre that called bull**** on the Council and kicked The Illusive Man around when he tried to tell Shepard to keep the Collector base. In the end, it's about how you play Shepard, and this is not how a lot of us play Shepard. If that's how you play Shepard, then that's fine. But we want the option to play our Shepard, not your Shepard, not BioWare's Shepard...our Shepard.


Hmm... But according to this it sounds like the relays overloaded? Refering to the Unofficial Interview with Patrick Weekes, hoping that the extra stuff coming out this summer will clear up that bit. Haven't decided how I feel about quite a few things, like to finish a second FemShep and mull things over before saying anything definite. Like writing reports and such, the first time you read a paper you find interesting ideas but generally it's the second time around I really understand things better. But I kind of like the ideas of removing the relays. In the games they were mentioned at the first go, then we knew more about them, that they were created by the reapers. That through this and the citadel organic life developed along paths that the reapers approved off. And the final stroke is the remove that influence and make a stand on ones own. Hmm... I kind of like it, like going full circle. But then I also firmly believe that those surviving the war will be able to pick themselves up, making a new life. Yes, it will be different but I really think that they will make it. Oh well, that's just my take on the relays.

Ohh... blame any spelling-mistakes on it being 5 am over here... haven't gotten any coffe yet   =)

#147
GuyIncognito

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CDRSkyShepard wrote...
In the end, it's about how you play Shepard, and this is not how a lot of us play Shepard. If that's how you play Shepard, then that's fine. But we want the option to play our Shepard, not your Shepard, not BioWare's Shepard...our Shepard.


And this is why I've suggested that the Retaker rallying cry shouldn't be "Shepard deserves a better ending."
But more along the lines of "The Player's Shepard deserves an ending." 

#148
Hudathan

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GuyIncognito wrote...

CDRSkyShepard wrote...
In the end, it's about how you play Shepard, and this is not how a lot of us play Shepard. If that's how you play Shepard, then that's fine. But we want the option to play our Shepard, not your Shepard, not BioWare's Shepard...our Shepard.


And this is why I've suggested that the Retaker rallying cry shouldn't be "Shepard deserves a better ending."
But more along the lines of "The Player's Shepard deserves an ending."

I think at some point we just gotta admit that there is no middle ground on this particular debate. Play Elder Scroll games if you want to embody a blank slate, play Bioware games to get into character.

#149
UnstableMongoose

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Hudathan wrote...

I think at some point we just gotta admit that there is no middle ground on this particular debate. Play Elder Scroll games if you want to embody a blank slate, play Bioware games to get into character.


I agree with this in principle, but there's a slight problem with it. BioWare makes both games where you are a blank slate, more or less (KOTOR, DA:O) as well as games where you play a more clearly-defined character and your choices are more limited (ME franchise, DA2).

This becomes a pretty significant issue when fans used to having a blank canvas in BW games get one that doesn't allow them that freedom. BioWare's games appear to be very similar, but this one dividing factor creates a grand gulf between them. As such, because of BioWare's past work that they have experienced, many people who purchased ME3 had vastly differing expectations than what the franchise was attempting to deliver.

This gets to be a very hairy issue when you try to sort out how many of these expectations, if any, were foolhardy extrapolation on behalf of the players, and how much of it, if any, results from BioWare being misleading on the issue.

Ultimately, BioWare, a company that built its empire on making western RPGs, departed in an enormous way from traditional western RPG formulae for the Mass Effect franchise. I happen to like their ability to do something different and do it well in this case, but I can certainly understand how some people could believe they got too far off base with ME3.

note: in principle, I agree with Hudathan's assessment here regarding the "in character/blank slate" dichotomy, just pointing out that it doesn't necessarily solve the ME3 issue.

ed. screwed up quotebox, left a closing tag in mid-paragraph after a snip

Modifié par UnstableMongoose, 12 avril 2012 - 04:43 .


#150
Hudathan

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UnstableMongoose wrote...

Hudathan wrote...

I think at some point we just gotta admit that there is no middle ground on this particular debate. Play Elder Scroll games if you want to embody a blank slate, play Bioware games to get into character.


I agree with this in principle, but there's a slight problem with it. BioWare makes both games where you are a blank slate, more or less (KOTOR, DA:O) as well as games where you play a more clearly-defined character and your choices are more limited (ME franchise, DA2).

This becomes a pretty significant issue when fans used to having a blank canvas in BW games get one that doesn't allow them that freedom. BioWare's games appear to be very similar, but this one dividing factor creates a grand gulf between them. As such, because of BioWare's past work that they have experienced, many people who purchased ME3 had vastly differing expectations than what the franchise was attempting to deliver.

This gets to be a very hairy issue when you try to sort out how many of these expectations, if any, were foolhardy extrapolation on behalf of the players, and how much of it, if any, results from BioWare being misleading on the issue.

Ultimately, BioWare, a company that built its empire on making western RPGs, departed in an enormous way from traditional western RPG formulae for the Mass Effect franchise. I happen to like their ability to do something different and do it well in this case, but I can certainly understand how some people could believe they got too far off base with ME3.

note: in principle, I agree with Hudathan's assessment here regarding the "in character/blank slate" dichotomy, just pointing out that it doesn't necessarily solve the ME3 issue.

ed. screwed up quotebox, left a closing tag in mid-paragraph after a snip

I think Bioware's illusion of control and personalization was so strong in this series that it was inevitably going to bite them in the proverbial ass when it came to cannon endings. They were able to hide this somewhat in ME1 because it was a new series and no one knew what to expect, and in ME2 through small variations of the Suicide Mission tailored to each player.

However, when it came time to end the Reaper story and lay down the groundwork for a post-Reaper galaxy, the 'limitations' of a story based game really rushed to the forefront. People are suddenly reminded that they've been playing as Bioware's Shepard and not merely their own Shepard.

And to be honest, it was always Bioware's Shepard, they just hid it well because there was little need to take direct control (lol) of the story until the very end.

Modifié par Hudathan, 12 avril 2012 - 04:57 .