@Hawk227:
I'm going to snip like a madman for the sake of space and my own coherency; please don't take it as either dismissal or insult.
If BW thought the other two were good (and synthesis the best) why did they feel it necessary to contrive to make the player fret over it? Why were the other two so obviously revolting to nearly everyone but Bioware? Why can those two choices be so easily connected to TIM and Saren (two indoctrinated antagonists)?
Short answer? They missed their mark, for many but not all. As Krunjar wrote:
1 . Destroy - A perfectly viable option for certain types of shephard. I.e those who do NOT care about synthetic life or indeed any other form of life other than humanity.
2. Control - All who attempted it before where already controlled. So it was impossible for them.
3. Synthesis - Is not talking about homoginising the galaxy. It talks about combining the two frameworks. Calling this homoginisation is like saying the humans and the turians are the same because they are both organic. I sort of imagine this as a new structure containing the processing power and scientific savvy of a synthetic and the emotional maturity of an organic.
That is, I believe, the intended response in a nutshell. Many of us disagree, and this thread is in large part about examining how and why the endings failed to elicit that response from so many.
Bioware was trying to make us think about what we were choosing. An easy choice is no real choice at all. Bioware had its preference in Synthesis, as evidenced by the functioning of the war assets mechanism (Synthesis is unlocked when the bar is full), and if its (cheap, lazy, trashy, empty) transhumanism is taken at face value, it is indeed the option which solves the
claimed central conflict without enslavement or genocide.
That fade to white is seen 6 separate times in game. Three are the dream sequences, One is the Geth Consensus, One is Harbinger's beam and one is that magic elevator up to the catalyst. The first four are all dreams/virtual realities. So many people felt those ending scenes were surreal or dreamlike, because the game conditioned them to feel that.
You forget the whiteout when reaching the conduit, so seven. Three of which are presented literally. And both the dream sequences and the geth consensus have literal outro sequences - the key piece missing from Indoc theory.
The breath scene is an interesting thing. They've never said it was an easter egg. When people say "D*****, Gamble I can't get 4000EMS w/o multiplayer" He responds with "Did you do all the side missions and scan all the planets?" He doesn't say that wasn't the scene they were talking about. They've also been intent not to be prescriptive about which is best, maybe because they don't want to give their secret away yet (Just sayin')? I've always seen it as some sort of bug, like they attributed the wrong EMS values to something.
I think it's the same reason we're getting "clarification" - there are people who enjoy the ending as-is, and Bioware
has to ensure their experiences are validated. And because of the EMS mechanism's particular workings - there's a max of under 3800 in available war assets, and the bar gets full at 2800 - if the real threshold for the real ending were that high, it would be shown as such, and if it were merely a bug, it would've been patched out by now. The only conclusion I can come to is that the mechanism is working as intended, and thus the breath scene is a multiplayer perk.
I have a problem with the counter-argument being "Bioware was lazy/ran out of time/had budget constraints" for a number of reasons. [...]
I don't think I've argued for laziness other than conceptual, running out of time except as a too-short overall timeframe, or budget constraints outside of the norm of AAA development. Others may have, but not me. What I'm arguing is the presence of
structual constraints, both of narrative and of gameplay, many of which were self-imposed or a direct result of previous design decisions. I don't think the game is "unpolished" so much as "structurally unable to support their ambition".
Besides - once the metatextual arguments begin, there is no limit to the recursion available. We can go up as many levels as required to find the answers we seek.
At what point does it stop being coincidence?
At the point where Bioware releases or unlocks an ending which makes use of it, and not before. And, quite frankly, the window to do so successfully has come and gone. If they had that particular ace, it would've been played shortly after international releases were complete.
The game is always moving forward yes, but that is because it was striving towards this point. Not all decisions are equal...
...The Final Hours app says the mechanic was discarded, not the idea. We've always maintained that to Indoctrinate Shepard requires indoctrinating the player....
I typically avoid this device, but I'll succumb this time and use a personal anecdote as a metonymy.
My roommate, during his first playthrough of ME2, dawdled along during the period when your squad was using the shuttle (while the Normandy was integrating the Reaper IFF), completing a couple of non-urgent side missions. When the Collectors hit, he still hadn't done Legion's loyalty mission, as the game hadn't ever before rushed loyalty missions. I'd given him a cryptic warning earlier about acting quickly once the moment came, which he took to mean diving into the Omega-4 relay immediately (not knowing about the one-mission grace period before your crew was liquefied). This triggered the endgame and locked out Legion's mission. Legion died in the suicide run.
He...didn't react well.
He felt, quite rightly, that the game had changed its own rules on him, without sufficient information to understand the change. He felt it was too opaque about its limits and didn't communicate to him, the player, what was required. He never really forgave the game for it.
This was an example of poor design. If IT were true, imagine how betrayed those who chose blue or green given the information at hand. They would not, by and large, gracefully admit defeat. They would feel deceived, not by themselves or by their opponents, but by the
game itself, And before you tell me that's the
point (I know), remember that the game has never outright
lied to the player before. Obfuscated at times, acted unpredictably, lacked clarity, but never told the player one thing and expected another. If you expect a player to discern the truth, you have to show you're capable of lying before the crux.
That's what I mean when I say there was no gameplay precedent, no mechanical prelude, and thus from a design perspective no chance that IT was intended
in the final form of the game.
The producers also promised that the Reapers can win, and yet at face value they cannot. You can do the minimum, unite noone and bring a puny armada to earth and the cycle still ends. Unless (possibly) Shepard is turned at the pivotal moment.
I will point out here that the kill-em-all ending in ME2 is actually terrifically hard to attain, requiring that the player actively ignore any and all suggestions within the game itself of how to play it. There are many good arguments for how the perfect ending was too easily attained, but few are arguing it was as easy to "lose" as IT suggests ME3 was.
There's a reason so many people feel that IT fixes the narrative and a reason the most prevalent counter-arguments against it are speculation about laziness, budgets, and timetables. It doesn't fix the narrative, it is the narrative. Either BW royally screwed up its own narrative, giving people three awful choices, and invalidating much of the previous journey, or they screwed up the nuances of delivering an ambitious meta-gaming experience. One of those seems a much easier mistake to make.
"Never attribute to malice that which can be adequately explained by incompetence."
"Sufficiently advanced incompetence is indistinguishable from malice."
Since the ending robbed me of my ability to gloss over the series' faults, I've looked closely at not just the ending, but the entirety of the game. I've come to the awful conclusion that yes, BW screwed up its own narrative in a dozen ways, from the very beginning of the game, which merely culminated in the atrocity at the end. The last ten minutes are a symptom, not the disease. They're simply the most prominent problem, and their failure exacerbates the others instead of redeeming them.
EDIT: Actually, my real fear is that the post on Penny Arcade Forums attributed to Patrick Weekes was legit, and arguably the two weak links in the writing/dev team froze out the talented support writers like Weekes himself who brought us all the moments we actually love.
See above.