delta_vee wrote...
Alas, these are the perils of the Ending-O-Tron device (is there a Latin term for that?). My fundamental objection to any form of ending buffet is exactly that sense of all coexisting simultaneously.
Perhaps this is just me being too persnickety, too absolutist, too something, but I can't help feeling like an ending, any ending, should carry some air of inevitability. It should be something whose outcome is determined further back than the final minutes, regardless of medium. This is something I expect from every story. Adherence to this principle is why Hamlet's fate is sealed the moment he stabs Polonius, and failing to follow it is why the end of BSG left me throwing things at the screen (sorry, Hawk227, your viewing is all in vain). It's why the structure of Memento works so well - we are shown the end of the story up front, and spend the rest of the movie learning exactly how and why it was so inevitable, and the end of the movie is at once the end of one narrative and the beginning of another (both of which we've now seen, and all falls into place).
In other words, whenever you have multiple endings only diverging from a point very close to the subjective end of the story, on some level I believe the author has failed on some level.
What you're saying here makes a lot of sense; there does seem something very right about the idea that the ending of a story should follow from the logic of the story up to that point (otherwise, what would be the point of foreshadowing as a literary device?). To clarify, what I assume you're objecting to is the ending-o-tron in particular, where the ending turns on one particular act moments before the game ends, rather than the idea of multiple endings in general (as long as those endings stem logically from one's prior choices).
That sounds basically right to me, yet I still have a nitpicky worry about applying this logic to video games: Why single out the ending? In other words, what's the principled difference between the ending and other moments/choices in the game such that the ending must be in some sense inevitable (given one's past choices), whereas other critical moments need not be? For instance, on Rannoch, depending upon your past choices, you may be unable to make peace between the Quarians and the Geth. Would you consider this consistent with the principles you've articulated here, and if not, why not? There's no devastating objection here; just trying to get clear on your thinking about this.
Also, I just posted on awtr.ca; it wasn't a particularly intelligent post, though, so don't get too exicted yet.
@playoff52
Thanks for the link, and welcome! Smudboy's videos have some good stuff, but I do think he tends to focus on plot mechanics and consistency far too much. He'll discuss a major difficulty, then bring up a trivial inconsistency and discuss them as if they have the same weight. Personally, I felt that the OP of this thread was a much better and more efficient explanation of the problems with the ending than Bookends of Destruction 1-5.
@thisisme8:
That is an interesting point. One thing to keep in mind is the distinction between not comprehending what someone says, and comprehending that thing while recognizing that it just isn't a rational thing to believe. The problem is that we do understand the catalyt's reasoning, and based on that understanding, we can recognize that the reasoning just isn't very good.
@drayfish:
That's a hilariously appropriate description of the catalyst. First Darth Vader, now the Reapers: Why does every seemingly evil and mysterious being have to have a really bad case of teen angst? Maybe the catalyst should have manifested himself as some punk teenager with dyed hair, lots of eye-liner, and an Expel 10 t-shirt..
/night
EDIT: Uh-oh. Since I'm being so rebellious by daring to post at the top of the page, how about Copland's Billy the Kid?
Modifié par osbornep, 25 juin 2012 - 06:16 .





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