Must say I agree with the osbornep's predictions of why we get no possibility of an untainted end. There seems to be some (I think rather misguided) presumption on the part of the writers that Artistic merit can only be achieved by bumming everyone out. And I think the fundamentally flawed thematic concepts they used to lead into these sacrifices were profoundly to blame also.
Quite a ways back CulturalGeekGirl wrote of the possibility that the writers came to the ending of the work, thought,
oh, damn, how do we end this? and decided to play it safe (if safe it can be called) by falling back on the original bullet points that no doubt inspired the very first game: synthetics versus organics; mind control; organic-cybernetic hybrids.
And the more I think of the endings that we got, and the more I look at the elaborated
Extended Cuts of those conclusions, the more convinced I become that this was the case. (Again, this is all baseless speculation; although presumably 'speculation' in relation to the endings is invited by its creators).
If the sprawling ending was refusing to tie itself back into the narrative, if a timeline crunch was closing in, then these endings would all make (on paper) the perfect resolutions. Just ask the player to select what component of the story had always been most important to them:
Were you most concerned with wiping the synthetic problem out? They're pretty dangerous... Remember all those crazy Geth and weird A.I.s and freaky Reapers? Well this way you can wipe them all out. Done and done.
Did you like the premise of Indoctination, but just not who was wielding it? Those Reapers were bad dudes all right, and when Sovereign got all up in your face telling you how weak puny humans are it was inviting to think: if I could convince you to fly into a sun, I would.
And synthesis, the plan justified by the presumed inevitability of warfare (again ignoring the facts on the ground), and that at least in strict, emotionless principle seems to answer the conundrum of division (but which is in fact King Solomon's wisdom in some monstrous reverse: Can't decide which is better, robots or fleshbags? Well just smoosh them together, natch!)
To me the whole thing smacks of concept over context.
But in any narrative you have to respect the flow of the journey. Often in an expansive tale the motivations of characters, the drive of the quest itself, can change. (I'm almost certain I'm stealing this example directly from CulturalGeekGirl's earlier argument, but:) Sure in
Mass Effect 1 the Geth were evil inhuman monsters we had to kill or allow kill us, but as we came to discover in
Mass Effect 2 with the appearance of Legion, there was a lot more complexity to this race than we had first assumed. By the point of
Mass Effect 3 they are the persecuted victims we are invited (nay, encouraged) to protect from harm.
And it seems that rather than observe and respond to where the narrative had organically developed,
Mass Effect's writers reached back into the concepts that had given birth to it, not realising how dated and comically limited those perspectives now are.
In the
Extended Cut this is explained, it seems, by the clarification that the Catalyst A.I. is himself motivated by a tediously outdated mission statement, programmed by a long-forgotten peoples - but it still never resolves why exactly
we therefore have to go along with it. Ironically, despite his timeless perspective, we've seen more, experienced more,
know more, than this presumptuous little predictive-text-program ever could. We
know just how pitiful and constrained his vision is, and yet we still have to agree to do what he says, because he (and by extension his creators: both aliens and
screenwriters) are blindly hooked on an ancient idea that we've all outgrown.
Modifié par drayfish, 30 juin 2012 - 05:33 .