Congratulation Vromrig, you derailed a really good discussion into a pointless one. The premise of the argument is in the thread title. This forum has not fallen anywhere, least of all with this thread, you are the only one here who insists on discussing authority rather than the topic at hand.
Maybe you should consider the arguments on the topic rather than the persons involved.
To bring this thread back on topic, let me quote on of the last really relevant posts and one I mostly agree with:
CulturalGeekGirl wrote...
pistolols wrote...
SkaldFish wrote...
pistolols wrote...
Another question for the thematically revolting crowd: Remember way back in ME1 when you straight up murdered the Thorian? A sentient creature thousands of years old. A situation which by the way, gave no choice to the player as to how to go about it. Would you say that was equally as "jarring" as "the endings"?
Just trying to get a sense of where exactly Mass Effect turned thematically revolting.
Nobody displays outrage over Shepard being forced to control or destroy the geth heretics. Nobody has a problem with Shepard becoming a cyborg despite this happening to him "without consent". Evidently nobody has an issue with Edi taking control and literally claiming ownership of Eva. But somehow the 3 ending choices are "revolting"? Ridiculous.
You're holding up specific events as if they were broad narrative themes and asking us to tell you why they aren't thematically revolting. It's because they aren't themes, they're events.
The ending is jarring because of a wholesale thematic shift and a sudden, precipitous drop in the quality of its writing, editing, pacing, and gameplay mechanic, not because of any single event within it.
Well i think it's dishonest to claim it's a "wholesale thematic shift" when the ending mirrors so much of what we've experienced before. I mean this professor guy literally wrote something like "my shepard has never had to make a decision like this before".. lol... That's a load of crap. There isn't a damn thing new or "jarring" about the ending. It's all extremely familar. Synthesis... synthesis we can agree is weird. Nobody is sure what the writers were smoking with that one. But to control or destroy the reapers... man, my mind is still blown. What an insane thing to contemplate. I never would have guessed the fate of the reapers would be in our hands like that, but now that it is, it makes so much sense. And to have the method of making that decision physically mimic the conversation wheel mechanic.. that is just too cool and was an awesome tribute to the game.
I guess i'm just a dumb weirdo to have so many good feelings about something the intelligent majority (yeah, i can admit you're not a "vocal minority") collectively scoffed at. Sometimes it is extremely embarrassing to read peoples negative comments about something i liked so much. Perhaps that is why i lash out or often turn to trolling as a means of coping. I should probably just stay away from the forums in general.
Every other time we're given a decision in Mass Effect, it's presented as differing opinions by people we know well, like, or respect. We also have context throughout the game
With the "save the council" thing, we're presented with a lot of information as to what it might mean beforehand, to both aliens and humans. We have one of our squadmates saying we'd take heavy losses, another arguing that it's worth it, and Joker saying he thinks we can pull it off. It's the question of "which is more important: humanity's personal strength or our place within the galactic community?" which is also the question the game has been encouraging you to put in the forefront of your mind the entire time. The Rengade philosophy itself is based on the former, and the Paragon is based upon the latter.
With the Collector base, your decision is based heavily on your relationship with the Illusive man, something the entire game has spent building. The final decision is Shepard going through all of the Illusive Man's logic throughout the game and making a judgement call on his worldview. Again, this directly ties in to the central question of Shepard's personality - is it OK to do horrible things if you see it as the most efficient way to guarantee success, or does victory mean nothing if you've become what you hate?
For the Heretic Geth, we spend an entire mission gathering information about who the Geth are, what they're doing. I'd also argue that it's thematically VERY different from the control/synthesis/destroy question, because again: in the Geth example we have significant coroborating evidence that "Control" is possible (something we don't have in the Control ending), failing control wouldn't be disastrous in the same way that Shepard finding he couldn't actually control reapers would be, and destruction has no implied collatoral damage whatsoever. There's also no completely nonsensical third option.
If the child is who he says he is, there is no reason at all for the destroy ending to have collatoral damage - he could just pilot all the Reapers into the sun. In every other case where we were thinking about potential collatoral damage, there has been a reason that the sacrifice involved seemed necessary: the Council had to die to ensure we had enough firepower against Sovereign. It was also never large-scale genocide.
The "you'll wipe out all synthetics if you do" taunt feels like a trick and a trap and a transparent plot device. It's the only thing that makes destroy even remotely unappealing. I've never heard anyone outside the BSN pick green or blue over red for any reason other than not wanting to murder Edi and genocide the Geth. The only two people I know who picked control explained that they were just planning on piloting the Reapers into the sun themselves, essentially getting the destroy ending but without killing EDI and the Geth.
This isn't just about what the choices are, it's about why they are what they are within the narrative of the game... and the answer to that is a combination of "INSCRUTABLE PAST RACES DID THIS THING" and "STARKID'S WHIM."
All other choices have been what they were because of the game's internal logic. I'd always been a fan of what I call "half-curing" the genophage: coming up with something that increases their fertility rates significantly. but not to Krogan Boom levels. I wasn't upset that that choice wasn't offered, because the way Mordin presented it, this was the only cure available based on the research that was done in ME2. I get to experience the circumstances leading to the choices being what they are, so the resulting choices make sense to me.
In the ending we have, the choices don't logically emerge from circumstances we are familiar with... that's why they are a deus ex machina... except again, as the excellent Dr. Dray pointed out, they're not even worthy of that label, since "deus ex machina" was the invocation of a familiar God to resolve things, and this doesn't even have the mollifying quality of meeting a universally accepted cultural standard. It's just a presentation of three arbitrary choices that do not have the kind of narrative support that cure/no cure, control/destroy geth, blow/save base, have. These choices were either created by a past race for reasons you can't know, or decided upon by Starkid, an entity you can't trust.
And, not to harp on the same thing over and over again, but these choices are being made with the galaxy without asking their permission. In every single other choice, your squadmates and friends have served as sort of stand-ins for galactic civilization as a whole, allowing you to get an idea about what the universe might think of your actions. Robbed of their perspective, the ending feels far more presumptuous than anything else in the series.
And let me just add here that IMO one of the main differences between the ending choices and the decision during the rest of the trilogy are twofold:
1. The other decision Shepard makes usually derive from a situation that naturally evolves to the point where a decision has to be made. Here however, we just get a very rough presentation of three options and are asked to choose very much out of context. This exposes the game mechanic rather then to immerse us in the storey and thus disconnects from the rest of the game (at least that was my perception). Hell, you are standing in an area that is even shaped like the frigging dialogue wheel.
2. and more importantly, whenever Shep makes a hard decision, it is very much forced upon him: The Thorian, Virmire, the geth rewrite question, the genophage dilemma. If there is a way out, it is usually presented to the player as an option (e.g. making peace between the geth and the quarians). The only noteworthy exception I can think of is the rachni queen on Novaria where I very much missed the option to keep her locked up and let the council decide her fate (especially bad because later Kaiden tells that is exactly what you should have done). Other than that, all three games are pretty good in presenting you with a choice of all feasible alternatives. At least that is the way I see it, maybe I am just not intelligent enough to spot all the other instances in the trilogy. The ending, which arguably is the most important decision in the storyline, does not keep up that pattern. Thus it forces Shepard into acting against his/her character in the mind of many players. So even if the context of the choices were properly established in the game, the decision is not well thought out in this case and given the enormous repercussions of your action in that moment, this is disastrous, not only for the universe but also for player immersion.
Modifié par MrFob, 18 avril 2012 - 11:57 .