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"All Were Thematically Revolting". My Lit Professor's take on the Endings. (UPDATED)


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#2476
drayfish

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KitaSaturnyne wrote...

On a side note, is Bay known for his on set tantrums? I never heard those kinds of stories from any of the cast or crew when the Transformers films were being made.

I'm not sure about Bay on set; I've not really heard many stories.  Although from the (admittedly) little I've seen of his work, I think the man has an issue with oil.  Everyone in his films seems so greasy.  Even the cameraman seems to be slipping in it as the angles whip around madly.  If that stuff is flamable they might want to step back a scootch from the 'splosions or Transformers 4 with have to be all robots.




EDIT: Nope.  This is ridiculous.  Our thread makes it to 100 pages and this nonsense, me being snarky-old-cinema-guy is the first post?

I am ashamed.


and @ osbornep:

Thanks for the reference to the tweet.  (Although terrified) I shall have to check it out.

Modifié par drayfish, 20 mai 2012 - 06:50 .


#2477
edisnooM

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@drayfish

Well considering you're in the thread title it does seem sort of fitting you would be the first post on 100.

Also in regards to the Mike Gamble tweet, I think it was sort of a shame because a lot of people jumped on it rather aggressively, it would have been a very interesting chance to discuss with him and maybe gain a better insight into what they viewed synthesis as.

He also said that it was just his personal opinion, but it does lend to the view that maybe there was a disconnect between BioWare and fans.

Edit: All the tweets concerning this can be found on his account: twitter.com/#!/GambleMike on April 25 if you're interested.

Modifié par edisnooM, 20 mai 2012 - 07:07 .


#2478
drayfish

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edisnooM wrote...

All the tweets concerning this can be found on his account: twitter.com/#!/GambleMike on April 25 if you're interested.

Thanks for the reference edisnooM.  Much appreciated.  I'm glad to see he wasn't speaking on behalf of the company or the production crew, but rather his own opinion.  For a moment I though it was some kind of company line being expressed, which would have concerned me.  As it is, of course, it's his personal perspective.  I don't really understand it, but I guess that's none of my business.

#2479
CulturalGeekGirl

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Fapmaster5000 wrote...

Had anyone died yet?  Yes.  This was part of the grinder.

I'm a huge believer in player agency.  Part of that, though, is that the player is also free to fail.  It's not a stunning triumph if the DM just hands out victory.  I stage encounters to range from moderate to challenging, with certain major clutch moments being tiered from tought to brutal, and the occasional cheese thrown in for fun.  This also means that I run things in the open, with relatively open rolls.  So, if things go horribly wrong in combat, and then I drop that natural twenty on the table from the combat monstrosity that's been pumping out thirty to forty damage a hit... well, someone's gonna explode.  If I neutered that, it wouldn't be a game, it would be story-time-with-friends.

Because of this, and some REALLY bad rolls early on, the party of eight people had turned over six characters, one of those characters three times (poor guy, he just kept dying).

Tying to this, there had been one character who'd been locked onto "I will be the hero" mode.  Unfortunately, he also wasn't the brightest, and got the party into a lot of trouble, and then got killed when he decided to stare down a monster with a nasty gaze attack... twice.  This might have biased the party to listen to the more mercenary "survive at all costs" PCs in the group.

Since then, I've made sure to stack the deck, player wise, making sure at least one "leader" type player is running a good character, and rigging the alignments to be more good-dominant.  It's like chemistry!  With personalities!

Some of them went out in blazes of glory, blowing out one of the massive soul traps.  Some of them died like ****es, when dice went cold.  One even got his head blown by an NPC "ally" he'd been tormenting, and instead of the party starting a fight over cold blooded murder, they all just shrugged and said "Yeah, he had that coming for a while"... even that PC's player.  I should have been worried RIGHT THEN, but I didn't know how bad it had gotten.

As for being appropriate to the world, I think you're right.  ME3 never put the player into the position of "lose a little or lose a lot" hard choices, no "Asian Flu" framing issues, no "no right choice" options.  The ME series was always a series where with a little bit of work (completionist) and a solid playthrough, the player COULD win everything.

I would accept a "screw off, you win by losing" in a game with a more brutal tone, but ME had always been space opera, with a solid dose of hope and "we can unite to save the day" and "your choices matter"... right up until you lose all hope, destroy/control/blenderize the galactic races without regard to your choices.  It was a completely different ending, and I just don't get it.

I can see pieces of a mind screw in there, but that might be shadows of my old campaign, and I have to wonder if this was simple failure, or if they tried something similar, reaching so far for high art that they forgot the player, and the reason that we play.

There's a quote I enjoy from Robert Browning, "Man's reach should exceed his grasp".  In creative works, the "reach" is the artistic drive, but knowing the limits of your grasp is the integrity.


I asked this question because, well, you teach players what kind of game they're in. If you're playing a character who isn't in constant pain, you'll have at least some vestige of fun.

If players see noble acts fail the vast majority of the time, but occasionally succeed, they can maintain hope. If the noble act fails every single time, you condition them to never take that risk. Now, it may have been that your single morally righteous player was, in fact, doing things that were obviously stupid. When you say "blowing out one of the soul traps," do you mean someone managed to die negating one of the awful, soul-crushing things you had planned? Personally, as a player, I would have taken that as a "win."

I talk a lot on these boards about the one Shepard for whom the ending makes sense: my old sociopathic renegade, Crow. Funny story, the prototypical Crow was actually a reaction to a DM who caused a series of characters with different levels of goodness increasingly high amounts of stress. I decided to play a character who was completely and utterly amoral. She actually wasn't the monster later iterations became after repeated exposure to the grimmest of darks; it was just an experiment in amorality. How would a character behave if she didn't care if her entire party died? It was very freeing in this particular campaign to behave that way, and my actions weren't markedly different than they had been previously. It was just that... when bad things happened, it didn't hurt. At all. This suddenly made his games far more enjoyable, and I never played a moral character in a non-one-shot game with him again.

I've since played variations on her a few times, and at one point, upon making a decision that caused the death of the entire party, her last words were "easy come, easy go."

I have a point here, I swear. And I am still thinking of other ways to talk productively about the ending, but right now this particular conversation thread is utterly fascinating.

I spent much of ME1 and ME2 expecting paragon decisions to blow up in my face. At this point I had just gotten done writing and designing content for a Warhammer-related property for over a year, so I was all-too-familiar with gloom and doom. There were four or five times when I just stood there and thought "ok, this will be the one that won't work out." I don't expect post-Roddenberry Sci-Fi to allow consistently positive feelings. When Mass Effect did, I exulted... for once, I could play a game where the tough choices weren't a meatgrinder for the soul. Legion's loyalty mission gave me a choice that felt real, compelling, and like there was no right answer, but posed the question in such a way that I didn't feel tainted. Zaeed gave me a moral test I thought I was going to "fail," because I had no problem whatsoever with him getting his revenge on this random mercenary, but as soon as innocents were in danger I switched gears. It was actually a game where, quite often, the "right" decision actually felt smarter than the wrong one. I was actually going to let Garrus take his revenge too, but when I saw how vicious he got when interrogating that ex-cop, I decided not to... not because revenge killing was wrong, but because I didn't think it was going to be healthy for Garrus if he did it.

I actually wrote some things back in my ME2 fandom days about how the game could be made more rewarding for renegades without damaging the rewards for paragons, because I though they needed more catering to. My Crow was bored out of her wits most of the time.

My point is that Mass Effect actually broke me out of a rut of feel-bad cynicism and despair, and made me believe in heroes again. It made me believe in happiness, and hope. It made me believe in an imperfect universe that could be made better, maybe, slowly.

To clap a Monty hall showcase of evils on the end of a world like that... sometimes a Monty Hall showcase of evils is fine. Sometimes it fits. Sometimes it even fits in a tale that has otherwise been heroic. But not this one.

If they hadn't pitched it as a tale of joy and heroism, I would have played something other than a joyful hero. I might have even enjoyed the resulting game, though I would not have exulted in it in a way that changed my life, as I did with Mass Effect. But until those last ten minutes, I never felt any indication that it was "that kind of story."

Hopefully that made something resembling sense. I'm very tired, all of a sudden.

#2480
delta_vee

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@drayfish:

Triple digits! The big time! The show!

A party hat for you.


Fapmaster5000 wrote...

I have to assume it means that he believed that there was an impassible divide between organic and synthetic life, and that synthesis was the last hope for a peaceful universe where the two sides even understood that the other had the right to exist.  I'm really not sure what game he was playing, because I never got that message from Mass Effect. Maybe I was playing the wrong game?

Worse, I think they were. Also, remember that the Green Beam of WTF was originally labelled "becom[ing] one with the Reapers" in the leaked script. So I have no idea where they were going or what they were doing.


osbornep wrote...

Unfortunately, I'm not quite sure I understand this (almost certainly my fault). Is your objection directed against the use of theoretical dilemmas in narratives specifically, or to their use more generally? If the former, I agree; if the latter, I disagree. But I can't say why precisely, because I'm not sure I understand your argument. It seems you object to these dilemmas because you think they can persuade people of things you don't believe are true, but I'm not sure how it's an objection to an argument to say that it is persuasive. Maybe your objection that some of these scenarios appeal to emotions in ways that are unlikely to generate reliable judgment. That's a good point, and I don't think I could do justice to it without taking us woefully off-course. Again, I'm probably missing the point - my apologies in advance.

Counterfactual scenarios are fine - hell, science fiction is predicated on them. What I (and I believe CGGirl) object to is the overemphasis and overuse of the particular form of utilitarian dilemma, wherein an obviously greater good necessitates a specific abhorrent solution, and the stakes are raised until the recipient concedes the point. This is a) not very useful for determining much of anything morally or ethically, B) commonly used by scoundrels to force concession to some distasteful policy or another, and c) typically deliberately constructed to ignore alternate solutions.

To use an example, there's a somewhat-legendary short story by Tom Godwin called "The Cold Equations". From The Glorious Wiki

The story takes place entirely aboard an Emergency Dispatch Ship (EDS) headed for the frontier planet Woden with a load of desperately needed medical supplies. The pilot, Barton, discovers a stowaway: an eighteen-year-old girl. By law, all EDS stowaways are to be jettisoned because EDS vessels carry no more fuel than is absolutely necessary to land safely at their destination. The girl, Marilyn, merely wants to see her brother, Gerry, and is not aware of the law. When boarding the EDS, Marilyn sees the "UNAUTHORIZED PERSONNEL KEEP OUT!" sign, but thinks she will simply have to pay a fine if she is caught. Barton explains that her presence dooms the mission by exceeding the weight limit, and will result in the deaths of the colonists. No cargo can be jettisoned, and the presence of the captain is required on ship, so Barton cannot sacrifice himself. After contacting her brother, Marilyn willingly walks out of the airlock and is ejected into space.

It's not a useful nor an illuminating dilemma. The scenario is calculated and designed to railroad us into accepting the necessity of the girl's murder. The solution is to add "check the ship for stowaways properly before launch" to the preflight checklist, not "throw a girl out of the airlock for the greater good". But this kind of restrictive scenario is all too frequently used to justify abhorrent practices regardless of their real efficacy or the availability of alternate solutions. (See the ticking-time-bomb torture hogwash.)

Modifié par delta_vee, 20 mai 2012 - 08:06 .


#2481
CulturalGeekGirl

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drayfish wrote...

edisnooM wrote...

All the tweets concerning this can be found on his account: twitter.com/#!/GambleMike on April 25 if you're interested.

Thanks for the reference edisnooM.  Much appreciated.  I'm glad to see he wasn't speaking on behalf of the company or the production crew, but rather his own opinion.  For a moment I though it was some kind of company line being expressed, which would have concerned me.  As it is, of course, it's his personal perspective.  I don't really understand it, but I guess that's none of my business.


I spent years of my childhood petrified of reading The Last Battle. I had heard some older kids talking about it, somewhere, sometime. "The end of Narnia is lame. Everyone dies." I didn't want everyone to die, so I didn't read it, but I was sad knowing that it happened. My parents bought me a boxed set of Narnia, but I never read past the Silver Chair.

When I was a little older, and a little braver, I finally decided to face it. I might as well read all the way through and see. I pulled the books down from my shelf one by one, rereading, revisiting, or experiencing for the first time, until I was holding the last volume in my shaking hands. I read to the very end and... death wasn't death at all. They ended up in a land that was like Narnia only more beautiful, and you could run as far and as fast as you wanted and never tire. It was the beginning of a tale without end, where each chapter was better than the last. This wasn't the ending of blood, fire and darkness I was expecting, but the complete opposite.

For some... for a great number of people who actually like the ending, I suspect, Synthesis is like Aslan's kingdom. It is a place where you will always feel young and strong, where you can live forever, if you like, where everyone is exactly who they always were, but with greater understanding of those they might once have viewed as incomprehensibly different.

Based simply on the visual clues that accompany its reveal, I strongly believe this was the intent. Which is how I'm somehow able to write versions of it that you find nearly palatable.

Does... this help?

Modifié par CulturalGeekGirl, 20 mai 2012 - 07:54 .


#2482
drayfish

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CulturalGeekGirl wrote...

For some... for a great number of people who actually like the ending, I suspect, Synthesis is like Aslan's kingdom. It is a place where you will always feel young and strong, where you can live forever, if you like, where everyone is exactly who they always were, but with greater understanding of those they might once have viewed as incomprehensibly different.

Based simply on the visual clues that accompany its reveal, I strongly believe this was the intent. Which is how I'm somehow able to write versions of it that you find nearly palatable.

Does... this help?

Beautiful, as always, CulturalGeekGirl.

Thanks.

#2483
SkaldFish

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CulturalGeekGirl wrote...

<snip/>

For some... for a great number of people who actually like the ending, I suspect, Synthesis is like Aslan's kingdom. It is a place where you will always feel young and strong, where you can live forever, if you like, where everyone is exactly who they always were, but with greater understanding of those they might once have viewed as incomprehensibly different.

Based simply on the visual clues that accompany its reveal, I strongly believe this was the intent. Which is how I'm somehow able to write versions of it that you find nearly palatable.

Does... this help?

I agree that this was the intent. At least at one point synthesis was considered the "perfect" ending (as the quote in my sig shows). Unfortunately, I suspect even the quantum metaphysics folks would have trouble mapping out a path that would take us from a diverse galaxy of organic and synthetic life to some sort of geeky Peaceable Kingdom in a single cascading, galaxy-wide event. In that sense, I think the concept really crosses the line from science fiction into pure fantasy, hence the frequent use of the term "space magic" around the forum.
:wizard:
I can see the appeal. I really can. I just can't see any way to get there that doesn't pop my disbelief suspenders and leave me, pants down, wondering why the room suddenly got so drafty.

EDIT: But I have to admit it's probably no more ridiculous than seeing a Turian making Chris Farley-esqe air quotes.

Modifié par SkaldFish, 20 mai 2012 - 11:42 .


#2484
delta_vee

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Fapmaster5000 wrote...

I'm a huge believer in player agency.  Part of that, though, is that the player is also free to fail.  It's not a stunning triumph if the DM just hands out victory.  I stage encounters to range from moderate to challenging, with certain major clutch moments being tiered from tought to brutal, and the occasional cheese thrown in for fun.  This also means that I run things in the open, with relatively open rolls.  So, if things go horribly wrong in combat, and then I drop that natural twenty on the table from the combat monstrosity that's been pumping out thirty to forty damage a hit... well, someone's gonna explode.  If I neutered that, it wouldn't be a game, it would be story-time-with-friends.

This is the point where videogames as a whole differ radically from tabletop ones. Permadeath is usually restricted to roguelikes and their ilk, and loss is measured in time spent instead of emotional attachment. The assumption of tabletop games is continuity - you could conceivably create something resembling savegames, but it's rarely done. Videogames could do with more permadeath, but it's harder to design the game to react to player death and manipulate the plot to allow for re-entry. Doing so places a large number of restrictions on the basic design.

The most important design decision in Minecraft, for example, was how it handled savegames and death - by making it possible to lose resources, which cost time above all else, and insisting on a continuous world. Creeper blows up your painstakingly-made sculpture? Too bad. Shouldn't have let it get so close. Lose your hard-won diamonds because you fell into lava? Should've been more careful. There's no reloading, no taking back, just rebuilding and recollecting.

Mass Effect, like most RPGs, doesn't insist on a continuous progression. You can always reload and retry. This is less of a problem with the combat (which, as I've blathered on about already is entirely divorced from the real gameplay), but more with the dialogue wheel and the galaxy map. I almost wish it had refused savegames except for combat-sequence checkpoints. It would have given more weight to each decision node. In essence, ME is very much storytime-with-friends (although I should point out that this particular style of tabletop RPG is seeing some traction of late). This gives very different incentives to decision structures, whereby choices are best divorced from immediate consequence to increase the time cost of revisiting them.

This also almost requires the ending to be a much more modular, responsive thing. ME2 got the structure right, but I think it rewarded completionism too highly. Getting the best ending was less about optimal choices and more about simply doing everything, paying the cost in time. ME3 got that right with Tuchanka - the best emotional payoff was paragon with a dash of practicality, and the best metagame result was long-term bastardry - which spoiled our expectations with regards to the end. I think many of us were expecting the level of granularity of ME2's finale combined with the complex decision matrix of Tuchanka. Which of course we didn't get, but we were being conditioned to believe it would be delivered.

And since the endgame was given the prominence it was throughout ME3, with the construction of the Crucible and the gathering of allies, the promise of a complex endgame was a major factor in suspending our disbelief and minimizing our niggling unsatisfaction with the (many) lackluster sections. I'm thus fairly confident in saying that the ending violated our structural expectations alongside our thematic ones, and when the Ten Minutes failed so spectacularly in thematic resonance, the structural failures cemented our dissatisfaction.

I would accept a "screw off, you win by losing" in a game with a more brutal tone, but ME had always been space opera, with a solid dose of hope and "we can unite to save the day" and "your choices matter"... right up until you lose all hope, destroy/control/blenderize the galactic races without regard to your choices.  It was a completely different ending, and I just don't get it.

I can see pieces of a mind screw in there, but that might be shadows of my old campaign, and I have to wonder if this was simple failure, or if they tried something similar, reaching so far for high art that they forgot the player, and the reason that we play.

I think it was both. I think they tried to reach for a mind-blowing high-art conclusion that they didn't need, and they simply failed to reach it.

CulturalGeekGirl wrote...

I spent much of ME1 and ME2 expecting paragon decisions to blow up in my face. At this point I had just gotten done writing and designing content for a Warhammer-related property for over a year, so I was all-too-familiar with gloom and doom. There were four or five times when I just stood there and thought "ok, this will be the one that won't work out." I don't expect post-Roddenberry Sci-Fi to allow consistently positive feelings. When Mass Effect did, I exulted... for once, I could play a game where the tough choices weren't a meatgrinder for the soul. Legion's loyalty mission gave me a choice that felt real, compelling, and like there was no right answer, but posed the question in such a way that I didn't feel tainted. Zaeed gave me a moral test I thought I was going to "fail," because I had no problem whatsoever with him getting his revenge on this random mercenary, but as soon as innocents were in danger I switched gears. It was actually a game where, quite often, the "right" decision actually felt smarter than the wrong one. I was actually going to let Garrus take his revenge too, but when I saw how vicious he got when interrogating that ex-cop, I decided not to... not because revenge killing was wrong, but because I didn't think it was going to be healthy for Garrus if he did it.

I actually wrote some things back in my ME2 fandom days about how the game could be made more rewarding for renegades without damaging the rewards for paragons, because I though they needed more catering to. My Crow was bored out of her wits most of the time.

Yeah, I really wish they'd given the renegade route more to play with. Or even dialed down the paragon benefits a bit. The good path should be harder, dammit, because good isn't supposed to be easy. (Maybe that's just me. A childhood of very particular strain of moral instruction does that to you.) Too often renegade options closed off content or removed later options, for no other reason than to be a dick.

Legion's a perfect example here. There's no disincentive to activating him. Or the rachni in ME1 - letting them live is universally better, even if it is a mere 100 EMS in ME3. They could've made the ranchi queen's loyalty less certain, tying it to other decisions, instead of making a strictly no-loss proposition.

Modifié par delta_vee, 20 mai 2012 - 07:46 .


#2485
delta_vee

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SkaldFish wrote...

CulturalGeekGirl wrote...

<snip/>

For some... for a great number of people who actually like the ending, I suspect, Synthesis is like Aslan's kingdom. It is a place where you will always feel young and strong, where you can live forever, if you like, where everyone is exactly who they always were, but with greater understanding of those they might once have viewed as incomprehensibly different.

Based simply on the visual clues that accompany its reveal, I strongly believe this was the intent. Which is how I'm somehow able to write versions of it that you find nearly palatable.

Does... this help?

I agree that this was the intent. At least at one point synthesis was considered the "perfect" ending (as the quote in my sig shows). Unfortunately, I suspect even the quantum metaphysics folks would have trouble mapping out a path that would take us from a diverse galaxy of organic and synthetic life to some sort of geeky Peaceable Kingdom in a single cascading, galaxy-wide event. In that sense, I think the concept really crosses the line from science fiction into pure fantasy, hence the frequent use of the term "space magic" around the forum.
:wizard:
I can see the appeal. I really can. I just can't see any way to get there that doesn't pop my disbelief suspenders and leave me, pants down, wondering why the room suddenly got so drafty.

EDIT: But I have to admit it's probably no more ridiculous than seeing a Turian making Chris Farley-esqe air quotes.

Gods, how I hate Narnia. For me, the promise of synthesis heaven violates both any sense of plausibility and narrative sensibility. The concept of ascension, of paradise, of a sudden change to the world to make everything better, is anathema to me. I really did think ME would avoid that trap, after spending so long deconstructing the elements of space opera which most closely resembled that ideal.

I can see the appeal from a dev perspective, perhaps, but I will never understand why they'd think it fit with the often-dirty always-complex universe they'd built.

#2486
Jorji Costava

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@delta_vee

Thanks for these comments--always insightful. A full response would be too long, boring and OT, so let me content myself with the following quick response:

I'm not sure I understand the point you're making with the Godwin example. Structurally, the scenario bears some similarity with the above-mentioned Sophie's Choice*, where a Polish woman living during the Holocaust is given the following threat by guard: She must choose one of her two children to be murdered, and if she does not choose, both will be killed. Like the Godwin example, this scenario is constructed so that there is no alternative to a morally horrific action. But I don't see that anything follows from this. Ought Sophie's Choice not have been made? Is the story somehow inherently flawed because some folks may fallaciously draw unsavory conclusions about the more general legitimacy of certain kinds of actions from it? I'm not prepared to draw these conclusions.

Lastly, let me take a stab at what they were going for with the whole "become one with the Reapers" bit. Karphyshyn has denied that the Dark Energy ending was ever the 'original ending,' but let's suppose at one time that Bioware was committed to it. It's possible that the 'one with the Reapers' concept was something they came up with when they were transitioning from dark energy to the singularity. The dark energy concept that floated around the internet involved the possibility of sacrificing humanity to be processed by the reapers as a way of solving the problem. So the idea of becoming one with the reapers (whatever that means) might have evolved from this concept, as a way to replace the dark energy theme with the singularity while making as few other changes to the story content and structure as possible. These are all wild speculations, but it's the best I can do.

*Embarrassing footnote: I've actually never seen the book nor read the movie, but the case is widely discussed enough that it's difficult to avoid.

#2487
edisnooM

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Sorry delta_vee, I'm going to have to respectfully disagree with you there, I love Narnia.

But I think the difference with the ending of The Last Battle was that it fit with the narrative of the Narnia books. There had been references to "Aslan's Country" in previous books and in Silver Chair they were actually there briefly so it wasn't completely out of left field. Plus the whole ending theme seemed consistent with what had happened over the course of the entire series.

Compare that to Mass Effect where synthesis is seen as SkaldFish said "space magic" because it is out of nowhere. Suddenly we have a "And they all lived happily ever after" ending with no real explanation or idea as to how or why this happened. How does synthesis make everything better? How did it even work? A happy ending would have been fine, great even, but it needed to fit with the series.

Can you imagine if Star Trek 6 had ended with dancing Ewoks as opposed to Kirk and crew on the bridge?

Modifié par edisnooM, 20 mai 2012 - 10:36 .


#2488
KitaSaturnyne

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edisnooM wrote...

Can you imagine if Star Trek 6 had ended with dancing Ewoks as opposed to Kirk and crew on the bridge?

Actually, I could. It would reflect the ending to ME3 perfectly: Totally disconnected from the rest of the story, appearing to be scenes from an entirely different work altogether.

Shepard boards the elevator hoping to stop the Reapers...

... and finds out that Doc Brown read his letter after all, and wore a bullet-proof vest!

#2489
delta_vee

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osbornep wrote...

I'm not sure I understand the point you're making with the Godwin example. Structurally, the scenario bears some similarity with the above-mentioned Sophie's Choice*, where a Polish woman living during the Holocaust is given the following threat by guard: She must choose one of her two children to be murdered, and if she does not choose, both will be killed. Like the Godwin example, this scenario is constructed so that there is no alternative to a morally horrific action. But I don't see that anything follows from this. Ought Sophie's Choice not have been made? Is the story somehow inherently flawed because some folks may fallaciously draw unsavory conclusions about the more general legitimacy of certain kinds of actions from it? I'm not prepared to draw these conclusions.

My objection is to the narrow construction of the scenario itself to resist alternative solutions(1), and how easily it slips into false dichotomies which are rare in real-world scenarios. The Godwin story was supposedly kicked back three times by John Campbell(2) because Godwin kept devising ways to save the girl. And in most discussions of Sophie's Choice as a rhetorical device, people forget that the novel was about the emotional cost born by Sophie (regardless of which way her decision swung) and the long-term damage done to even those who survived. The titular choice was offered by a sadistic doctor, and by extension the entire apparatus of the Holocaust - a context rarely addressed in rhetorical versions - and the intent of the doctor was entirely to inflict emotional harm.

I personally don't find this specific class of scenario worthwhile as thought experiments, as they tend to be reliant on the artifice of their construction for their impact and insight. Their purpose is much the same as the doctor's: to inflict emotional harm, in this case on the audience, in service of some agenda.

And we did get a form of the Sophie's Choice dilemma in ME3 - if you didn't meet the requirements for peace, you had to choose one or the other. It wasn't a strict example, though, as a) the language used on the dialogue wheel favored uploading the code, and somewhat obscured whether the player was eligible to make peace before choosing, and B) if the geth were chosen Legion and Tali both die, thus depriving you of a squadmate, whereas if the quarians are chosen Legion dies but Tali lives. In the context of the game, then, there is thus an inequality between the two losing scenarios(3) (ie one is less of a loss than the other).

This is actually my chief source of dissatisfaction with Rannoch (and thanks for this digression, btw, as it's allowed me to clarify my thinking). The circumstances and timing of the quarian attack which serves as the crux of the sequence is, frankly, artificial at best and reeking of authorial fiat. If the player fails to achieve the (hidden) criteria for peace, they're forced into a sophie's choice scenario for the specific purpose of causing the player some degree of emotional distress(4) as a consequence of previous (unknowable) failures. Compare to the handling of Tuchanka, where the decision remains the same, but differing previous choices instead affect the presentation of the problem and the perspective of the major characters, which strikes me as a more...useful approach.

(1) Taking your classification of the Crucible decision as a sophie's choice scenario as given, note how often the necessity (and even likelihood) of the geth and EDI as collateral damage of Destroy is discussed, or how many players claim they picked Control only to pilot the Reapers into the sun. Seeking alternate solutions to no-win scenarios is common as dirt, and mythologized in SF itself by Kirk and the Kobayashi Maru. Resistance to the confines of the scenario's construction, I believe, is an indicator of the weakness of this form of dilemma as a practical, useful technique.

(2) Editor of Astounding Magazine and father of the so-called "Golden Age" of SF - and in many ways a horrible little man, as far as I'm concerned, who nearly condemned SF to permanent stagnation and irrelevance.

(3) I'm unfamiliar with the EMS breakdown of the geth fleet vs the quarians, however, so there may be a counterbalance in that regard.

(4) I'm aware there are some players who dislike either the quarians or the geth enough for the choice to be relatively easy, so I'm generalizing here. Forgive me.

Lastly, let me take a stab at what they were going for with the whole "become one with the Reapers" bit. Karphyshyn has denied that the Dark Energy ending was ever the 'original ending,' but let's suppose at one time that Bioware was committed to it. It's possible that the 'one with the Reapers' concept was something they came up with when they were transitioning from dark energy to the singularity. The dark energy concept that floated around the internet involved the possibility of sacrificing humanity to be processed by the reapers as a way of solving the problem. So the idea of becoming one with the reapers (whatever that means) might have evolved from this concept, as a way to replace the dark energy theme with the singularity while making as few other changes to the story content and structure as possible. These are all wild speculations, but it's the best I can do.


It's as good a theory as any. Given how indeterminate the nature of the ending was at the point of the first script leak (where the "become one with the Reapers" quote is from) it's hard to tell.

edisnooM wrote...

Sorry delta_vee, I'm going to have to respectfully disagree with you there, I love Narnia.

S'alright. It's a matter of taste, that's all. I preferred the A Wrinkle in Time series as a kid.

But I think the difference with the ending of The Last Battle was that it fit with the narrative of the Narnia books. There had been references to "Aslan's Country" in previous books and in Silver Chair they were actually there briefly so it wasn't completely out of left field. Plus the whole ending theme seemed consistent with what had happened over the course of the entire series.

Oh, it fit just fine with Narnia, which as a pretty direct Christian allegory (with a bunch of Druidic influences stirred in) was perfectly suited to some version of heaven as the ultimate goal. Mass Effect, with its strains of Cosmicism and thoroughly Mundane universe, is not at all conducive to such an apotheosis.

Modifié par delta_vee, 20 mai 2012 - 11:30 .


#2490
edisnooM

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KitaSaturnyne wrote...

edisnooM wrote...

Can you imagine if Star Trek 6 had ended with dancing Ewoks as opposed to Kirk and crew on the bridge?

Actually, I could. It would reflect the ending to ME3 perfectly: Totally disconnected from the rest of the story, appearing to be scenes from an entirely different work altogether.

Shepard boards the elevator hoping to stop the Reapers...

... and finds out that Doc Brown read his letter after all, and wore a bullet-proof vest!


"Reapers? Where we're going we don't need Reapers."

And @delta_vee

I agree trying to shoehorn that type of ending in was a mistake, especially considering the similarities between Mass Effect and Star Trek as "realistic" science fiction. How many times did Kirk or Picard stumble upon some perfect utopia that turned out to be not so great. I mean even the Federation is shown to have some ugly spots here and there.

#2491
delta_vee

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@edisnooM:

Bah. "Realistic" is a word that doesn't belong in the same sentence as Star Trek (except, of course, sentences such as this which declare the incompatibility (reflexive recursion ftw)).

In the semi-utopic big-idea space opera category, I'll take Iain M Banks' Culture novels instead. That way I get the delicious euphemism of Special Circumstances and a whole long list of awesome ship names.

#2492
edisnooM

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You doubt the realism of the Inverted Acme Tachyon Pulse? :-)

#2493
delta_vee

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Not at all. I have an Inverted Acme Tachyon Pulse Projector Crate on my desk. It hums nicely.

#2494
Taboo

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 Sophies Choice? Not an exact match but it certainly contains how I feel about the end choices. They are all unethical, and in one way or another nothing is truly "right".

I created a thread about this, in a more neutral light and posed some questions about each ending. If you have any interest, you can read about it here.

#2495
SkaldFish

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delta_vee wrote...

Not at all. I have an Inverted Acme Tachyon Pulse Projector Crate on my desk. It hums nicely.

"Just Add Water"

#2496
delta_vee

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SkaldFish wrote...

delta_vee wrote...

Not at all. I have an Inverted Acme Tachyon Pulse Projector Crate on my desk. It hums nicely.

"Just Add Water"

Nooooo! That will destroy the multiverse as we know it!

#2497
delta_vee

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Taboo-XX wrote...

 Sophies Choice? Not an exact match but it certainly contains how I feel about the end choices. They are all unethical, and in one way or another nothing is truly "right".

For the majority of Shepards, I suspect it's a close-enough fit. As CulturalGeekGirl has mentioned before, however, there are certain Shepards for whom the cost of Destroy is no cost at all, and thus for them the balance is tilted and there's an easily-discerned win-state. This is...problematic, from a ludonarrative perspective, as it rewards a particularly hateful throughline above all others.

There's a certain disturbing similarity, I find, between the Rannoch decision and the Crucible one, and it extends my problems with Rannoch and with the Sophie's Choice scenario. To wit, its purpose is specifically to elicit a response of guilt and loss no matter which decision is chosen. The Synthesis option, like the option for peace on Rannoch, is available only if certain conditions are met (although more visibly so in the endgame than on Rannoch), and is supposed to be the Third Option, but (for reasons discussed both here and your own thread on the matter) fails utterly at being such for many players (unlike the quarian/geth peace, which is almost universally assumed, despite it not being available to many ME3 players).

And really, there's no good fscking reason to end the game on such a construction. We've finished the game, we've taken our lumps, and yet our victory is inevitably compromised so the devs can claim High Art?

I created a thread about this, in a more neutral light and posed some questions about each ending. If you have any interest, you can read about it here.

'Twas a good thread.

Addendum: good gods, my ugly orkish face is all over this page. C'mon, drayfish, get us to 101 already!

Modifié par delta_vee, 21 mai 2012 - 01:35 .


#2498
Taboo

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 If you'll here me out.....


I find the thought of killing someone preferable to controlling them. Terrible I know but I would rather ensure the destruction of the Reapers than control them.

As for Synthesis, even if Bioware were to somehow explain it, I would never choose it. I thought of Apocalypse Now today and came across this quote from Colonel Kurtz:

 "...I remember when I was with Special Forces... seems a thousand centuries ago. We went into a camp to inoculate some children. We left the camp after we had inoculated the children for polio, and this old man came running after us and he was crying. He couldn't see. We went back there, and they had come and hacked off every inoculated arm. There they were in a pile. A pile of little arms. And I remember... I... I... I cried, I wept like some grandmother. I wanted to tear my teeth out; I didn't know what I wanted to do! And I want to remember it. I never want to forget it... I never want to forget. And then I realized... like I was shot... like I was shot with a diamond... a diamond bullet right through my forehead..."

The benefits of innoculation were clear, but the villagers did not want it. It violated whatever beliefs they held and I believe they reserve that right. What right does Shepard have to do that to every single organic and Synthetic being?

Also in the quote were some interesting things, perhaps the ramblings of a mad man, but they still interest me a great deal:

"...You have a right to kill me. You have a right to do that... but you have no right to judge me. It's impossible for words to describe what is necessary to those who do not know what horror means. Horror... Horror has a face... and you must make a friend of horror. Horror and moral terror are your friends. If they are not, then they are enemies to be feared. They are truly enemies!"

And then there's this. It terrifies me but it unfortunately has some semblence on warfare:

"You have to have men who are moral... and at the same time who are able to utilize their primordial instincts to kill without feeling... without passion... without judgment... without judgment! Because it's judgment that defeats us."

Marlon Brando apparently created this speech on the spot.

You can watch the scene here.

Modifié par Taboo-XX, 21 mai 2012 - 01:52 .


#2499
delta_vee

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Taboo-XX wrote...

 "...I remember when I was with Special Forces... seems a thousand centuries ago. We went into a camp to inoculate some children. We left the camp after we had inoculated the children for polio, and this old man came running after us and he was crying. He couldn't see. We went back there, and they had come and hacked off every inoculated arm. There they were in a pile. A pile of little arms. And I remember... I... I... I cried, I wept like some grandmother. I wanted to tear my teeth out; I didn't know what I wanted to do! And I want to remember it. I never want to forget it... I never want to forget. And then I realized... like I was shot... like I was shot with a diamond... a diamond bullet right through my forehead..."


I think you misread the text slightly, Taboo. "They" in this case were the Viet Cong, not the villagers themselves. This was a VC terror tactic, intended to create fear of compliance of any sort with Americans.

This also illustrates another problem with the Sophie's Choice construction, at least in its original form. When another morally-capable actor (either in the textual sense, as a character, or the metatextual sense, as the author) is the one to delineate the consequences of a choice, is the moral responsiblity on the chooser or the constructor of the scenario? Applications of this question to the particular consequences of Destroy especially should be obvious, and the ambiguity of the source of the Crucible's function (are the options given by the Catalyst, or are they inherent to the device and the Catalyst explains them as an admission of defeat?) further muddies the waters.

"You have to have men who are moral... and at the same time who are able to utilize their primordial instincts to kill without feeling... without passion... without judgment... without judgment! Because it's judgment that defeats us."

Marlon Brando apparently created this speech on the spot.

If ME3 had been constructed like Apocalypse Now, I'd have an easier time accepting this. But ME3 is all about judgement. As drayfish noted earlier, Shepard is an arbitrator above all else, deciding others' conflicts and tipping the balance. We, as Shepard, judge people and species both over the course of all three games.

It's a good speech, though.

Modifié par delta_vee, 21 mai 2012 - 02:18 .


#2500
Hawk227

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delta_vee wrote...

(3) I'm unfamiliar with the EMS breakdown of the geth fleet vs the quarians, however, so there may be a counterbalance in that regard.


The Breakdown for all war assets is here.

The only real counterbalance is whether you re-wrote the heretics or destroyed the heretics. If you re-wrote them, the Geth Fleet gets 150 extra points and the Quarians get 150 less points. The opposite is true (-150 Geth, +150 Quarians) if you destroyed them.

The max EMS you can get is 825 with the Quarians if you destroyed the Heretics in ME2 and did everything "right" in ME3. The max EMS for the Geth is 810, which requires re-writing the heretics, recruiting the primes, and uploading the code. So (if you're so inclined) the decision can effectively be made on purely mathematical terms, based on whether you re-wrote the Heretics or not.

EDIT: Granted, these numbers only become available once you've made the decision, but the game does make a point of telling you that your choice in Legion's loyalty mission impacted the fleets, and vaguely what the impact was.

Modifié par Hawk227, 21 mai 2012 - 02:36 .