EDIT: Because the BSN hates lists, and expresses this rage with formatting errors.
As many have said (I've been lurking for about 10 pages), the sudden narrative thanatos in the conclusion is not justified, but I can't even seem to grasp why Bioware felt it was necessary.
Playing devil's advocate, the primary reason I can see for this would be to prevent an "optimal" conclusion, a "correct" ending to a story with no canon. I can understand the basis of this urge, if the game is simply viewed through the lens of previous Mass Effect games and the small crowd of power gamers who dominate gaming boards. This particular breed of person likes to hammer out optimal and pre-planned "choices", much like the tabletop gamer who starts the first session of a campaign with an intricate max-level build.
For this particular gamer, the Mass Effect games might be played repeatedly, playing ME1 over and over until the "perfect" combinations for the ending were found, then doing this
again to ME2, and then going back to ME1 with the knowledge of ME2, rigging variables with retroactive knowledge of sequel optimization, then repeating this pattern with ME3, until the final outcome was a cohesive golden playthrough in which Shepard matched the players desires completely, whether it be for good, ill, or bizarre outcomes.
If this player were confronted with a scale of endings they might not be satisfied without a golden ending, and they would hammer out the games over and over (or simply read the wiki's and pre-optimize) until they achieved a result that was "true" to them.
The bloody, unknowable endings prevent this from happening. Mission accomplished.
The problem, though, is that while this defeats this mode of play, it serves no greater purpose, and can be defeated with the following question: "Is this type of play inherently wrong?"
When children play make believe in the sandbox, can they be told they are playing 'wrong'? How many games, from childhood to adulthood, are played with agreed-upon 'house rules' established by play with friends? How many people go to the golf course and take 'mulligans' on shots, or decide to skip a hole, or play a different pattern? The designers of golf do no spin in their graves when Steve from work shanks one into the lake and then just puts out another ball and blames it on the sun, any more than they embrace every particular nuance of modern tournament rules.
So, the ending prevents this one style of play? Why? Was it somehow against the grain of the game?
This strikes me as wrong, but I'll play devil's advocate again, and think of another angle. Perhaps this wasn't done to prevent an illegitimate style of play, but to prevent one ending from being held over the others. Bioware didn't want to have what we currently have on the forums, an ending that said, "this is right and this is wrong", with a chunk of the fanbase alienated by authorial fiat.
If this was the intent, it failed miserably. Instead, the crushing ending and sheer lack of closure has produced tribalism like I've never seen, where different segments of the community find one flavor or the rainbow to be completely appalling, and spend their time picking arguments about which is the worst, all with the tingling fear that "that one ending" will turn into the canon outcome in the Extended Cut. (I must confess, I've even taken part in this, as one of the endings, as presented, sends ethical ice through my veins with its subtext. I will not bring that into this thread.)
Even if we ignore the failure of outcome, this intent could have been solved
much more elegantly with
more data, not less. If "Shepard lives and the galaxy is saved" was such a golden outcome that it would invalidate every other, and all choices are equally valid, then why not allow a tiered ending for each color? Bad, neutral, and good outcomes, based on paragon/renegade flavor and EMS success metric. Boom. Instant satisfaction. Now, people who chose destroy because "fack that ghostbaby" and people who chose destroy because they denied the Catalyst's pessimism are presented endings that are satisfactory, as are people who chose control because they were Cerberus fangirls, people who chose control in order to preserve galactic civilization, people who chose synthesis because they want to be transhuman, and people who chose synthesis because they want to unite all people.
There were already two metrics in the game that could track a players basic urges: idealism vs cynicism through paragade tracking, and odds of success via EMS. Take these metrics, color with a final choice, spice with tracked and flagged choices throughout the series, and then rake in the profit. Sure, some people would have been lost in the cracks, but not the vast amounts alienated by the endings as they stand.
Consider, for instance, the ending to Dragon Age: Origins. Even cutting out the various choices throughout the game, and just boiling it down to "how do you kill the Archdemon", there were four basic boilerplate endings, and they covered a large range of endings. (SPOILER ALERT!)
[*]Kill the Archdemon yourself and die.
[*]Have Alistair kill the Archdemon and he dies.
[*]Have Logain kill the Archdemon and he dies.
[*]Make a deal with Morrigan to kill the Archdemon yourself... and live.[/list]
Each of these had a range of meanings. Kill it yourself and be a martyr, losing everything you had (friends, family, lover, etc)? Or send someone else to do it. Maybe Alistair was your friend (or lover). Maybe he was the king. Maybe he wasn't. This could be a tragic loss or an easy move. Maybe you could use Logain, your sworn enemy. This could be political maneuver, or a chance to let a man redeem himself (while saving you and yours). Or maybe, just maybe, you could cut a deal with the witch Morrigan to do it without loss, and all it would cost was giving her a child (the old fashioned way) to raise as a possible demon or god. Would this be the conclusion to your romance with her, redeeming her and trusting her with the fate of the world? Perhaps this was the fall of your character, Arthur siring Mordred?
The point is, each outcome was valid, in its own way. I have had multiple play-throughs, using each outcome except killing Alistair ('cause he's my dude, and I can't do that to friends, even digital ones). I don't consider any of them to be "canon" over the others, or more correct. My characters might choose one over the other, with conviction, but as a player, I can see each as an expression of worldview.
So this leaves the ME3 ending as a simple cop-out, showcasing an apparent inability (or unwillingness) to write an ending with multiple valid outcomes, and instead relying on a cheap trick (lack of closure) to prevent any from being rendered "incorrect". Further, this fuels a fear of mine:
There is a "correct" ending to Mass Effect 3, and whichever it is, it's going to alienate a lot of people.
Modifié par Fapmaster5000, 05 juin 2012 - 12:00 .