delta_vee wrote...
This requires a two-pronged approach, and timing is critical.MrFob wrote...
I think the build-up can actually be a point that works in favour of the plot twist.
The beauty of the dark energy ending IMO was that even though their reasons can be justified in the larger context, you still do not sympathise with them, you merely get some grasp of the necessity.
To grasp the necessity, you have to establish the legitimacy of the larger threat early and often. Not in an obvious manner, of course - but when you reach the fulcrum, the player has to be able to look back and say "yes, that makes sense". If they'd carried the dark energy plotline through ME3 properly, they might have stood a chance, but the only real mention of it is in the Crucible codex entries. As it stands, with the paucity of discussion throughout ME3, it would still appear seemingly out of nowhere.
The harder part, and the most crucial, is that whatever horrific thing you're asking the player to accept as a necessary solution must be impervious to all but the most dedicated of criticism. It absolutely cannot produce a reaction of bewilderment or befuddlement in the player, and it must withstand the majority of questions the player is likely to ask (and, given the dialogue wheel, the player will want to ask these things through Shepard). This is where the dark energy plot fails, miserably. Turning humans to jelly is viscerally repulsive - and makes little sense as it is - so to think that this would somehow stave off a galaxy's worth of supernovas is ridiculous enough that few would even consider it, much less accept it. Certainly not at the expense of the characters they've spent three games growing to love.
If Mass Effect wishes so badly to be grimdark, then we should take 40K is an acceptable comparison. And in 40K, the Imperium commits so many atrocities they've lost track of them - but the enemies against which Exterminatus is employed are convincingly threatening, and despite the terrible cost the necessity is clear. Dark energy might have achieved the former, but has such a steep uphill climb to achieve the latter that I doubt it could possibly succeed. I suspect Bioware agreed, which is why it was dropped.
Why they thought this would suffice in its stead I will likely never understand.
I am not saying it would be easy and I think to get this right they would have had to majorly restructure the whole game (mind you I am talking about the dark energy plot as a general idea, not as it was incorporated into the leaked script). When I think of how the dark energy ending could have played out, I never imagine just changing the last 20 minutes of the game but basically to restart at the end of ME2.
I absolutely agree that a lot of foreshadowing and legitimization of the threat is needed to make this work, hence the restructuring of the games plot line.
I also agree that the whole reasoning of turning the genetically diverse humans into reapers in order to somehow defeat the dark energy threat is absurd and - as such - will not work at all to convince the main character or the player.
So yes, major changes would be needed in order to make this plot line work. However, I never wanted to argue the specifics of this particular example. I just wanted to make the point that it IS possible to give the reapers a reason for what they are doing (even if you build them up as the ultimate evil first) and yet not to demean them to a point where the whole story around them falls apart. IMO the rudimentary preparations that were made for the dark energy plot show that potential even if they were scrapped long before they could be fleshed out to a point where they are feasible.
Unfortunately I am not at all familiar with the warhammer universe in any incarnation but from what you are saying it sounds to me like they use this exact paradigm and just stretched it out to encompass a whole story on it's own rather then one defining moment in the plot.





Retour en haut





