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How Could They Violate Basic Writing/Plot Structure?


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#76
Thalorin1919

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clos wrote...

Artistic Integrity. It explains it all. As a matter of fact, next time you don't go to work claim artistic integrity, or when a cop pulls you over for speeding. It works for everything.

Professor: "Casey, why did you write about clowns at the end of this paper? It's supposed to be about WW2."
Casey: "Artistic integrity. BTW, I will not take any more questions about the ending from you."


It's amazing how much everyone on this board contradicts themselves.

Back before ME3 was released, pretty much all of you had no qualms with calling ME2 'art'. Before this, there is also the strong argument that games such as Bioshock and Red Dead Redemption are art as well. Vocal or not, these games maintained an artistic vision to achieve such great acclaim and opinions from consumers and critics.

I really don't think that the argument of 'artistic integrity' shouldn't be tossed out of the gaming industry because you guys didn't like the ending. I don't like the idea of studios abandoning the idea of trying to achieve that is of such great quality and personal vision that it is art. You guys bashing artistic integrity because that's the stance that Bioware takes is degrading not to them and the leve of greatness they want to achieve but the medium of gaming as a whole. 

#77
SolidisusSnake1

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R8edR wrote...

6 months is a breeze, I'm sorry to stay, and makes no sense why they don't do it after the signal fails. They wait 50000 years, then the signal fails. They then try using the rachni, in a war that last 300 years, and fails. They then wait almost 2000 years to try again. Your right 6 months doesn't sound like a breeze, more like me moving from my living room to my kitchen


Well when the signal failed Sovereign was alone the rest of his bros were still in hibernation so he had to figure out why the signal failed and come up with a way to open the Citadel relay ny himself. My guess is when Sovereign was destroyed the "woke up" Harbinger. Now this is where the plot holes and nonsense comes in but it is because of the ending of ME3 and nothing else. See we were led to believe humans were important in ME2 (human reaper and all), but Star Kid says they harvest all advanced species so really there was no point in tipping his hadn early with the Collectors. Harbinger should have simply waited for teh rest of his bros to wake up and then invaded conventionally.

#78
Dyorgarel Inkin

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It is a new way to tell a story. The old one was getting lame.

It is a stroke of genius! Even though, it does not make any sense.

#79
SolidisusSnake1

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Thalorin1919 wrote...

clos wrote...

Artistic Integrity. It explains it all. As a matter of fact, next time you don't go to work claim artistic integrity, or when a cop pulls you over for speeding. It works for everything.

Professor: "Casey, why did you write about clowns at the end of this paper? It's supposed to be about WW2."
Casey: "Artistic integrity. BTW, I will not take any more questions about the ending from you."


It's amazing how much everyone on this board contradicts themselves.

Back before ME3 was released, pretty much all of you had no qualms with calling ME2 'art'. Before this, there is also the strong argument that games such as Bioshock and Red Dead Redemption are art as well. Vocal or not, these games maintained an artistic vision to achieve such great acclaim and opinions from consumers and critics.

I really don't think that the argument of 'artistic integrity' shouldn't be tossed out of the gaming industry because you guys didn't like the ending. I don't like the idea of studios abandoning the idea of trying to achieve that is of such great quality and personal vision that it is art. You guys bashing artistic integrity because that's the stance that Bioware takes is degrading not to them and the leve of greatness they want to achieve but the medium of gaming as a whole. 


Nobody is saying video games are not art they are making fun of the lame excuse of "artistic integrity", its a non-argument, a cop out.

It's like when someone splashes paint all over a canvas and says "Its art! You can't judge it". Just because something is Art doesnt mean it is free of criticism.

#80
optimistickied

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Dyorgarel Inkin wrote...

It is a new way to tell a story. The old one was getting lame.

It is a stroke of genius! Even though, it does not make any sense.


Go read Naked Lunch? House of Leaves? Gravity's Rainbow?

Anyway, I don't think that is what people are saying. I think people are responding to the argument that stories must adhere to certain rules. Being critical of the ending is cool and stuff, but justifying your criticism by becoming an amateur Harold Bloom is kind of weird.

#81
zenoxis

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Maybe they thought they were daring individuals for moving away from conventional storytelling or something. Of course, conventional storytelling exists for a reason and that daring move (which they have deemed to be "artistic") is now biting them in the ass so what do they do? Maintain that it's artistic, because if you bang your head against a wall long enough your own perception of reality and logic begins to change.

#82
Seryl

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optimistickied wrote...

Seryl wrote...

optimistickied wrote...

The 3-act structure used in Mass Effect expresses plot slightly differently than the classic narrative arc. The climax occurs when the central conflict causes the main character or characters to undergo a violent change or transformation, effectively resolving the outstanding conflict. It is also referred to as the second turning point. This structure is expressed through character development.

People may not like it or desire more clarity or even dispute its logic, but it isn't a writing violation, if such a thing even exists in 2012.


Does 2012 have different rules and structure for writing than every other year that preceded it?

Even if the 3-act structure expresses plot differently than the classic arc does, the point is that denouement doesn't ever come before climax. You can have the "If we don't make it through this, ..." conversations, but that isn't denouement. It's actually building MORE suspense. If it's done right, you feel the attachment that the main character has to the one he's speaking to. Shepard speaking to Liara, and being given her gift, was intended to show the closeness those two had and what would be lost should he fail. Shepard speaking to Javik is intended to show how far he's come and how, literally, the weight of the galaxy, both past, present and future, is riding on him. Every single one of those conversations is intended to build up more suspense and tension. It isn't the denouement.

I genuinely don't blame the entire writing team for this debacle because I doubt they had anything to do with it. I don't believe that Mac is as good a writer as Drew is, but he's not stupid. Yes, ME3 had more plotholes than the other two did, but it was still competently done, right up until Harbinger's beam. I tend to believe that Casey Hudson pulled rank to do that ending because the tonal shift of the game was so large it felt like it was written by somebody else.

That is why Bioware failed. What people that are defending this ending don't realize, with the constant refrain of "Artistic Integrity", is that you have to learn the rules of your craft before you can bend or break them. The writing before the end was good enough that I'm inclined to think that the writing team knows how to write. Casey, on the other hand, either had such a legendary amount of hubris that he didn't realize this, or nobody had the stones to tell him "No, that ending sucks".


A lot of the restrictions imposed on storytelling have been lifted. This is a postmodern world. Things have changed since Aristotle. That's what I meant.

What, in your opinion, is the denouement and what is the climax? Is it an anticlimax? Is the reaper conflict resolved or no?


No offense, but the rules of storytelling don't change just because we're in this "postmodern world". I find it odd that people always believe that we're so much more intelligent or enlightened than those that came before us. Human nature and human responses don't change that much, even if the background does.

Experiencing any piece of art (if that's the way we're viewing games) is the same as listening to a piece of music. You don't need to be trained in music theory to know when somebody goes terribly out of key. That problem doesn't suddenly become alright just because we have new forms of music. The basics of music stay the same, regardless of form. Same follows for any artistic medium. Again, there are certain rules that can be bent, others that can be broken, and others that are not negotiable. The need for a proper epilogue/denouement is one that can't be broken without running a large risk of alienating your audience.

If the rules don't apply anymore, why are so many people so irritated? They should accept that this new form of storytelling is equally valid to the normal, tested method and it should provide the same satisfaction as the one it has supposedly replaced. Since it doesn't, that would give strong support to the idea that this new method sucks and the old one was correct.

The climax for ME3 should have started during the final run on the Citadel beam, and lasted until either Shepard emerged triumphant from firing the crucible, or was killed. It should have been a battle similar to the Citadel run in ME1. This game didn't have a complete climax. It started on the beam run, then ... stopped. The game didn't finish, it just stopped.

Given that the ending of the game showed so little (and what it did show was such a disjointed mess), no, I'd argue the Reaper situation wasn't resolved. The starkid, by his own admittance, created the Reapers. He can't be trusted to give correct information. If he can't be trusted, than I can't take on good faith anything that resulted from a decision I made after being provided with only his information. Which is why the ending of the game is so unsatisfying. It doesn't tie up the story, it makes it impossible to actually accept what was shown and it raises more questions than it answers. None of which a good ending should do.

#83
Apollo Taren

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There are always opportunities to break away from the mold and do something you're told not to do in writing. When you do so though, it has to be awesome. Cormac McCarthy doesn't use quotes for dialogue, and his style ranges from Hemingway-esque short and sweet to Faulkner-style paragraph long, beautiful descriptions. He's awesome.

On the other hand, throwing in a new character that doesn't fit the story, creating both a literal and a figurative Deus Ex Machina out of said character, changing the perosnality of the main character, and leaving many, many plotholes dangling in front of us is more of a thing you can pull off in an excellent comedy and not much else. Unfortunately for BioWare, this wasn't a comedy.

#84
sH0tgUn jUliA

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Hey, you know this brings up something. When I was in 9th grade in Art class I had this painting project to do that I'd forgotten about because of two lab classes I was taking, so I quickly slapped some acrylic paints on the canvas with a knife, made some squiggly designs with it, added some depth and stuff. It was dark and everything, signed it, and I turned it in. I got an F on it. I hollered "abstract art" to no avail.

You know what? It sucked. Yeah, it was abstract, but it still sucked.

So there's your parallel to artistic integrity. I had to go back 45 yrs to remember that, but there you go.

#85
optimistickied

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Seryl wrote...

optimistickied wrote...

Seryl wrote...

optimistickied wrote...

The 3-act structure used in Mass Effect expresses plot slightly differently than the classic narrative arc. The climax occurs when the central conflict causes the main character or characters to undergo a violent change or transformation, effectively resolving the outstanding conflict. It is also referred to as the second turning point. This structure is expressed through character development.

People may not like it or desire more clarity or even dispute its logic, but it isn't a writing violation, if such a thing even exists in 2012.


Does 2012 have different rules and structure for writing than every other year that preceded it?

Even if the 3-act structure expresses plot differently than the classic arc does, the point is that denouement doesn't ever come before climax. You can have the "If we don't make it through this, ..." conversations, but that isn't denouement. It's actually building MORE suspense. If it's done right, you feel the attachment that the main character has to the one he's speaking to. Shepard speaking to Liara, and being given her gift, was intended to show the closeness those two had and what would be lost should he fail. Shepard speaking to Javik is intended to show how far he's come and how, literally, the weight of the galaxy, both past, present and future, is riding on him. Every single one of those conversations is intended to build up more suspense and tension. It isn't the denouement.

I genuinely don't blame the entire writing team for this debacle because I doubt they had anything to do with it. I don't believe that Mac is as good a writer as Drew is, but he's not stupid. Yes, ME3 had more plotholes than the other two did, but it was still competently done, right up until Harbinger's beam. I tend to believe that Casey Hudson pulled rank to do that ending because the tonal shift of the game was so large it felt like it was written by somebody else.

That is why Bioware failed. What people that are defending this ending don't realize, with the constant refrain of "Artistic Integrity", is that you have to learn the rules of your craft before you can bend or break them. The writing before the end was good enough that I'm inclined to think that the writing team knows how to write. Casey, on the other hand, either had such a legendary amount of hubris that he didn't realize this, or nobody had the stones to tell him "No, that ending sucks".


A lot of the restrictions imposed on storytelling have been lifted. This is a postmodern world. Things have changed since Aristotle. That's what I meant.

What, in your opinion, is the denouement and what is the climax? Is it an anticlimax? Is the reaper conflict resolved or no?


No offense, but the rules of storytelling don't change just because we're in this "postmodern world". I find it odd that people always believe that we're so much more intelligent or enlightened than those that came before us. Human nature and human responses don't change that much, even if the background does.

Experiencing any piece of art (if that's the way we're viewing games) is the same as listening to a piece of music. You don't need to be trained in music theory to know when somebody goes terribly out of key. That problem doesn't suddenly become alright just because we have new forms of music. The basics of music stay the same, regardless of form. Same follows for any artistic medium. Again, there are certain rules that can be bent, others that can be broken, and others that are not negotiable. The need for a proper epilogue/denouement is one that can't be broken without running a large risk of alienating your audience.

If the rules don't apply anymore, why are so many people so irritated? They should accept that this new form of storytelling is equally valid to the normal, tested method and it should provide the same satisfaction as the one it has supposedly replaced. Since it doesn't, that would give strong support to the idea that this new method sucks and the old one was correct.

The climax for ME3 should have started during the final run on the Citadel beam, and lasted until either Shepard emerged triumphant from firing the crucible, or was killed. It should have been a battle similar to the Citadel run in ME1. This game didn't have a complete climax. It started on the beam run, then ... stopped. The game didn't finish, it just stopped.

Given that the ending of the game showed so little (and what it did show was such a disjointed mess), no, I'd argue the Reaper situation wasn't resolved. The starkid, by his own admittance, created the Reapers. He can't be trusted to give correct information. If he can't be trusted, than I can't take on good faith anything that resulted from a decision I made after being provided with only his information. Which is why the ending of the game is so unsatisfying. It doesn't tie up the story, it makes it impossible to actually accept what was shown and it raises more questions than it answers. None of which a good ending should do.





Just as poets broke form, storytellers are constantly deconstructing these rules. In a sense, we are more enlightened, because of cultural progress, because of literacy, because of social development.

These days, you can wrap a plank of wood in chicken wire and call it art, and it will be as critically examined as the lavish Greek statues in the opposite wing of the same museum. That said, I don't consider video games art, but I don't consider them literature.

I consider them video games.

I feel like the story of the game I played had a proper denouement. I ended the trilogy satisfied with what happened to Earth and what happened to the Reapers. I watched Shepard's story resolve. I didn't think it was brilliant, but it concluded.

Why are people irritated? I don't know. It wasn't what they wanted? It wasn't thorough? It demanded they suspend their disbelief? Shepard didn't reject the Catalyst because it wasn't in the script... but uh, it didn't need to be, did it? The Catalyst stated his position quite clearly. Shepard accepted this, and we were given our options. There are limits to our interactivity with the story.

Also, plenty of "good" endings are ambigious or raise new questions. I just read One Flew Over the Cuckoos Nest, for example. What happens to Chief? We don't know.

#86
TJX2045

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I think people are confusing ambiguity with "good" endings.

Inception is an example of an ambiguous ending. Black Swan is still a bit ambiguous because it leaves one of the unanswered questions up to the viewer. These were also only movies that you spent only about 1-3 hours on depending on how long they were. You knew you had no control over the story. That's why there's no huge backlash other than people just saying an ending sucks when it's a movie that isn't a series or has developed the characters so well.

The ME universe is similar to a movie trilogy except you spend about 100 hours on it. 100 hours of happiness, heartbreak, chaos, and disappointment/struggles in the storyline.

There was lots of bitter, but no sweet in the ending.

Let me also add that if your reference story only has that one ambiguous question or maybe one other and gives closure to mostly everything else that would be a burning question, that isn't a problem.  A story ending with 1 ambiguous question isn't similar to one with 50 (exaggeration but probably not considering all the questions I keep seeing that people want answers to).  I wouldn't have minded some ambiguity. The problem is EVERYTHING IS AMBIGUOUS. This leads a majority of people, including myself, to just deny everything we were told and just headcanon an ending with our imagination.

But it's useless because considering the events everyone pretty much knows what happens overall. Or so we think. We don't know. But since we weren't given any verification or closure we're left to speculate, and that includes thinking of the possible terrible outcomes that destroying all the mass relays at once has caused.  When you have to imagine so much and it makes you feel miserable that everyone is screwed, most people (like most now) just go "What's the point?"

We can have a "bittersweet" ending without all the symbolism and "deepness."  Some things can be deep, but ME1 and ME2 were never "deep thought provoking."  They made you think about things DURING the game, and after all the info overload during the story, the endings were pretty much in black and white.  That is why suddenly going for symbolistic movie, not video game, style writing is out of place.  We expected everything in black and white for the most part, similar to ME1 & 2.  The change in lead writers is the issue as well.

I think people forget that video games are an escapism like most movies (outside of documentaries or some movies based on true stories) are.  Video games are even more so because video games were made specifically for fun.  Heavy Rain had a "bad" ending and somewhat ambiguous ending, but IT WAS AN OPTION/CONSEQUENCE OF IN GAME ACTIONS.

I saw the ending and sure it made me feel bad, but I didn't lament over it because I knew my choices mattered in how the ending played out specifically.  No one complained about Heavy Rain's happy epilogues being cliche.  And Heavy Rain is a MUCH DARKER game than ME3.  At no point in ME3 has Shepard been forced to mutilate himself to get information.  Even in all that darkness, there was hope and a happy ending.  Why are people in general so against the OPTION?  Dark endings are becoming cliche too.  "The Skeleton Key," "Rose Red," basically the whole "Saw" franchise, almost every new horror movie...

Modifié par TJX2045, 17 avril 2012 - 03:32 .


#87
OH-UP-THIS!

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Ashley said it best in ME1, "just when you think you've got a handle on it, they throw you hard to port".

Modifié par ohupthis, 17 avril 2012 - 03:23 .


#88
Seryl

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optimistickied wrote...

Seryl wrote...

optimistickied wrote...

Seryl wrote...

optimistickied wrote...

The 3-act structure used in Mass Effect expresses plot slightly differently than the classic narrative arc. The climax occurs when the central conflict causes the main character or characters to undergo a violent change or transformation, effectively resolving the outstanding conflict. It is also referred to as the second turning point. This structure is expressed through character development.

People may not like it or desire more clarity or even dispute its logic, but it isn't a writing violation, if such a thing even exists in 2012.


Does 2012 have different rules and structure for writing than every other year that preceded it?

Even if the 3-act structure expresses plot differently than the classic arc does, the point is that denouement doesn't ever come before climax. You can have the "If we don't make it through this, ..." conversations, but that isn't denouement. It's actually building MORE suspense. If it's done right, you feel the attachment that the main character has to the one he's speaking to. Shepard speaking to Liara, and being given her gift, was intended to show the closeness those two had and what would be lost should he fail. Shepard speaking to Javik is intended to show how far he's come and how, literally, the weight of the galaxy, both past, present and future, is riding on him. Every single one of those conversations is intended to build up more suspense and tension. It isn't the denouement.

I genuinely don't blame the entire writing team for this debacle because I doubt they had anything to do with it. I don't believe that Mac is as good a writer as Drew is, but he's not stupid. Yes, ME3 had more plotholes than the other two did, but it was still competently done, right up until Harbinger's beam. I tend to believe that Casey Hudson pulled rank to do that ending because the tonal shift of the game was so large it felt like it was written by somebody else.

That is why Bioware failed. What people that are defending this ending don't realize, with the constant refrain of "Artistic Integrity", is that you have to learn the rules of your craft before you can bend or break them. The writing before the end was good enough that I'm inclined to think that the writing team knows how to write. Casey, on the other hand, either had such a legendary amount of hubris that he didn't realize this, or nobody had the stones to tell him "No, that ending sucks".


A lot of the restrictions imposed on storytelling have been lifted. This is a postmodern world. Things have changed since Aristotle. That's what I meant.

What, in your opinion, is the denouement and what is the climax? Is it an anticlimax? Is the reaper conflict resolved or no?


No offense, but the rules of storytelling don't change just because we're in this "postmodern world". I find it odd that people always believe that we're so much more intelligent or enlightened than those that came before us. Human nature and human responses don't change that much, even if the background does.

Experiencing any piece of art (if that's the way we're viewing games) is the same as listening to a piece of music. You don't need to be trained in music theory to know when somebody goes terribly out of key. That problem doesn't suddenly become alright just because we have new forms of music. The basics of music stay the same, regardless of form. Same follows for any artistic medium. Again, there are certain rules that can be bent, others that can be broken, and others that are not negotiable. The need for a proper epilogue/denouement is one that can't be broken without running a large risk of alienating your audience.

If the rules don't apply anymore, why are so many people so irritated? They should accept that this new form of storytelling is equally valid to the normal, tested method and it should provide the same satisfaction as the one it has supposedly replaced. Since it doesn't, that would give strong support to the idea that this new method sucks and the old one was correct.

The climax for ME3 should have started during the final run on the Citadel beam, and lasted until either Shepard emerged triumphant from firing the crucible, or was killed. It should have been a battle similar to the Citadel run in ME1. This game didn't have a complete climax. It started on the beam run, then ... stopped. The game didn't finish, it just stopped.

Given that the ending of the game showed so little (and what it did show was such a disjointed mess), no, I'd argue the Reaper situation wasn't resolved. The starkid, by his own admittance, created the Reapers. He can't be trusted to give correct information. If he can't be trusted, than I can't take on good faith anything that resulted from a decision I made after being provided with only his information. Which is why the ending of the game is so unsatisfying. It doesn't tie up the story, it makes it impossible to actually accept what was shown and it raises more questions than it answers. None of which a good ending should do.





Just as poets broke form, storytellers are constantly deconstructing these rules. In a sense, we are more enlightened, because of cultural progress, because of literacy, because of social development.

These days, you can wrap a plank of wood in chicken wire and call it art, and it will be as critically examined as the lavish Greek statues in the opposite wing of the same museum. That said, I don't consider video games art, but I don't consider them literature.

I consider them video games.

I feel like the story of the game I played had a proper denouement. I ended the trilogy satisfied with what happened to Earth and what happened to the Reapers. I watched Shepard's story resolve. I didn't think it was brilliant, but it concluded.

Why are people irritated? I don't know. It wasn't what they wanted? It wasn't thorough? It demanded they suspend their disbelief? Shepard didn't reject the Catalyst because it wasn't in the script... but uh, it didn't need to be, did it? The Catalyst stated his position quite clearly. Shepard accepted this, and we were given our options. There are limits to our interactivity with the story.

Also, plenty of "good" endings are ambigious or raise new questions. I just read One Flew Over the Cuckoos Nest, for example. What happens to Chief? We don't know.


The problem isn't ambiguous endings, the problem is that this one
violates its internal consistency by opening more plotholes than were
needed and railroading the logic of the universe that had been built up
since ME1. The form of the story went off the rails around Thessia, and
came completely unglued as soon as Harbinger's beam hit Shepard.

Asking questions at the end of a story is ok as long as you don't change what the story was about by doing so. Inception did it and
people love that film. The Usual Suspects had a massive twist that asked
a lot of questions right at the end of the movie, and again, everyone
loved that movie. The number of stories that do this are many and are
well appreciated by most.

ME3 doesn't do this well. I fully expected a final dialogue with Harbinger about why the Reapers were doing what they did. I expected it to be as cryptic, foreboding and open ended as the one I had with Sovereign. (Seriously, "You exist because we allow it; you will end because we demand it" may be one of the best lines I've ever seen). That would have been a denouement, moreso if it happened either while Shepard was dying as failing or while he was standing victorious (depending on EMS). Instead, I get a glowy, LSD induced starkid; a character that had no foreshadowing whatsoever, who then fed me a line of crap that was so full of plotholes and logical consistency issues that I actually had to watch it again on YouTube just to make sure it was real. That's not good storytelling, regardless of the form being used.

These days, you can wrap a plank of wood in chicken wire and call it
art, and it will be as critically examined as the lavish Greek statues
in the opposite wing of the same museum.


This is not necessarily indicative of a reimagining of art. It's could also indicate an unwillingness or inability of people to say:
"This smells like crap, looks like crap, feels like crap ....... By jove I think this might be crap!"

I might be biased though since I consider PostModernism to be extremely stupid. It always struck me as an excuse to do whatever you want without allowing anyone else to call you on it.

If I knew who you were, I'd debate this back
and forth over a beer with you for a couple hours. As it stands though, I
think we're going to disagree and I'll leave it at that.

Modifié par Seryl, 17 avril 2012 - 03:29 .


#89
ScaperDeage

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optimistickied wrote...

Dyorgarel Inkin wrote...

It is a new way to tell a story. The old one was getting lame.

It is a stroke of genius! Even though, it does not make any sense.


Go read Naked Lunch? House of Leaves? Gravity's Rainbow?

Anyway, I don't think that is what people are saying. I think people are responding to the argument that stories must adhere to certain rules. Being critical of the ending is cool and stuff, but justifying your criticism by becoming an amateur Harold Bloom is kind of weird.


I would just like to say that House of Leaves was an awesome book, one of my favorite of all time. However, it broke rules in a way that improved the story it was telling and the themes it was trying to express. Whatever the ME3 ending tried to do, it did not improve or express the basic themes of the game up to that point. I also think it was the kind of story that fits better with the more traditional rules of storytelling since it was at its core, a generic Space Opera (it just had a really awesome coat of paint!).
I mean, I might love House of Leaves to death, but there is a reason it is not as widely popular or well known as something like the Harry Potter series. It's a hard book to read (literally at times) and is really big on trying to mess with your head. That's not everyone's cup of tea and even though I liked it, I wouldn't want everything I read to be like that. After all, I do so enjoy my basic, almost cliché stories where I just go along for the ride because I'm entertained and want to see an author's take on the type of storyline they've chosen and/or the genre they've chosen. Mass Effect had one of those fun rides of a story and should not have deviated from that at the end to try and be something it wasn't.

"Artsy and different" are fine, but such things have their time and place and should be part of an entire experience, not just something pasted on in a foolish attempt to make something seem more "cre8tive".

#90
Gwtheyrn

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They could do it because Mac Walters and Casey Hudson don't feel that their artistic vision can be constrained by such trivial things as plot cohesion and proper narrative structure. Anyone who doesn't agree should just shut up, kiss the ground they walk on, and be grateful for what they've given us. After all, they're mega-super geniuses/artists with integrity and we are just the mouth-breathing unwashed masses.

Modifié par Gwtheyrn, 17 avril 2012 - 03:36 .


#91
Ultai

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twitter.com/#!/CaseyDHudson/status/106400850922053632 :whistle:

That said I love the original Deus Ex and enjoyed DE:HR, although I can't say I was happy when I saw the original's endings basically copy pasted into ME.

#92
TJX2045

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Gwtheyrn wrote...

They could do it because Mac Walters and Casey Hudson don't feel that their artistic vision can be constrained by such trivial things as plot cohesion and proper narrative structure. Anyone who doesn't agree should just shut up, kiss the ground they walk on, and be grateful for what they've given us. After all, they're mega-super geniuses/artists with integrity and we are just the mouth-breathing unwashed masses.

I think a lot of the artists who are trying to make it day by day just to eat and some of them who are starving to do what they do could tell them a few things about "Artistic Integrity" when it comes to a product you make for a client.

#93
Gwtheyrn

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Thalorin1919 wrote...

clos wrote...

Artistic Integrity. It explains it all. As a matter of fact, next time you don't go to work claim artistic integrity, or when a cop pulls you over for speeding. It works for everything.

Professor: "Casey, why did you write about clowns at the end of this paper? It's supposed to be about WW2."
Casey: "Artistic integrity. BTW, I will not take any more questions about the ending from you."


It's amazing how much everyone on this board contradicts themselves.

Back before ME3 was released, pretty much all of you had no qualms with calling ME2 'art'. Before this, there is also the strong argument that games such as Bioshock and Red Dead Redemption are art as well. Vocal or not, these games maintained an artistic vision to achieve such great acclaim and opinions from consumers and critics.

I really don't think that the argument of 'artistic integrity' shouldn't be tossed out of the gaming industry because you guys didn't like the ending. I don't like the idea of studios abandoning the idea of trying to achieve that is of such great quality and personal vision that it is art. You guys bashing artistic integrity because that's the stance that Bioware takes is degrading not to them and the leve of greatness they want to achieve but the medium of gaming as a whole. 


Artistic Integrity is a BS joke first of all, and second, it isn't a device inteded to be used to belittle and ignore valid criticism of your work.

Modifié par Gwtheyrn, 17 avril 2012 - 03:40 .


#94
Zix13

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SolidisusSnake1 wrote...

*snip*


Egos. Big ****ing egos. 

Seriously though, it baffles me too. 

Modifié par Zix13, 17 avril 2012 - 03:42 .


#95
mebtru

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"art" or at least that's what they said :S

#96
dreman9999

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Grimwick wrote...

It happened because they gave too much artistic license to idiots.



#97
optimistickied

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@Seryl: I can totally see your point and will happily agree to disagree.

@ScaperDeage: It's such a challenging book to read and I haven't finished it but I think you're right in that, Mass Effect is a linear storyline that seemingly abandons its form to wax philosophically about the future of organic existence and not in a particularly insightful or thought provoking way. Despite that, I don't think it was abysmal.

@Gwtheryn: Whoa, boss. Just look at soap operas and how restrictive their writing process is, and tell me we aren't (in a way) trying to impose the same horrible creative environment on these video game developers?

#98
xxskyshadowxx

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I think all games should copy the ending of older successful games and call it their own, while trying to veil it under the "Artistic integrity" banner like the BioWare writers did. It would be nostalgic for the players!

#99
UnstableMongoose

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All this happened, more or less.

#100
Dyorgarel Inkin

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optimistickied wrote...
Go read Naked Lunch? House of Leaves? Gravity's Rainbow?

Anyway, I don't think that is what people are saying. I think people are responding to the argument that stories must adhere to certain rules. Being critical of the ending is cool and stuff, but justifying your criticism by becoming an amateur Harold Bloom is kind of weird.

Harold Bloom ?! Sorry, I'm too frenchy to know this man. Anyway, I think the ending of ME3 has nothing to do with literature, and Mac Walters is not good enough to get off the beaten path.