@UnstableMongoose
It seems your disagreements over the use of the Heros Joruney is your lack of understanding of the terms, such as not understanding what the "Ordinary World" means or "The Mentor", so here is a description of each stage and you will see every ME game follows it:
1.
THE ORDINARY WORLD. The hero,
uneasy, uncomfortable or unaware, is introduced
sympathetically so the audience can identify with the
situation or dilemma. The hero is shown against a
background of environment, heredity, and personal
history. Some kind of polarity in the hero’s life is
pulling in different directions and causing stress.
ME1- The Normandy "just another routine mission"
ME2- The Normandy "just another routine mission" (Shepard state this again)
ME3- Earth
The Ordinary World may seem strange and new to you as the player but it is ordinary to the character.
2.
THE CALL TO ADVENTURE.
Something shakes up the situation, either from external
pressures or from something rising up from deep within,
so the hero must face the beginnings of change.
3.
REFUSAL OF THE CALL. The hero
feels the fear of the unknown and tries to turn away
from the adventure, however briefly. Alternately,
another character may express the uncertainty and danger
ahead.
4.
MEETING WITH THE MENTOR. The
hero comes across a seasoned traveler of the worlds who
gives him or her training, equipment, or advice that
will help on the journey. Or the hero reaches within to
a source of courage and wisdom.
ME1 and actually the entire series- Anderson, BioWare has stated he is Shepards mentor so this cant be refuted.
ME2- TIM
ME3- Anderson again, with some Hackett
The mentor doesnt have to "mentor" them, he provides them with advice, knowledge, etc. even if it is later discovered to be to their detriment
5.
CROSSING THE THRESHOLD. At
the end of Act One, the hero commits to leaving the
Ordinary World and entering a new region or condition
with unfamiliar rules and values.
6.
TESTS, ALLIES AND ENEMIES.
The hero is tested and sorts out allegiances in the
Special World.
7.
APPROACH. The hero and
newfound allies prepare for the major challenge in the
Special world.
8.
THE ORDEAL. Near the middle
of the story, the hero enters a central space in the
Special World and confronts death or faces his or her
greatest fear. Out of the moment of death comes a new
life.
ME1- Noveria
ME2- Attacking the Collector Ship, where we learn about the Collectors fate giving us new purpose. Mordin himself states that it makes him more committed now knowing the Protheans are "culturally dead".
ME3- Thessia
9.
THE REWARD. The hero takes
possession of the treasure won by facing death. There
may be celebration, but there is also danger of losing
the treasure again.
ME1-Vigil and Learning about the Cipher, the reward does not have to be something physical it could simply be knowledge or a new found power the hero ahs always had such as The Force. The Cipher is the physical reward but it is Vigil who reveals its true purpose to us and the knowledge about the Reapers he is the true Rewards.
ME2- The Reaper IFF, just because it also caused the Collectors to find the Normandy does not mean it is not the reward.
ME3- Prothean VI, just like the Cipher the Crucible is not the true reward it is teh Catalyst (afterall we spend the whole game searching for it). The Prothean VI is the treasure everyone is after including Cerberus as it bestows upon them the knowledge of the Catalyst just like Vigil.
10.
THE ROAD BACK. About
three-fourths of the way through the story, the hero is
driven to complete the adventure, leaving the Special
World to be sure the treasure is brought home. Often a
chase scene signals the urgency and danger of the
mission.
ME1- Racing to the Conduit, chase scene
ME2- Going trhrough the Omega 4 relay. Your crew gets abducted and you follow. Chase scene
ME3- Going to Earth. Sword Fleet battle. Chase Scene.
11.
THE RESURRECTION. At the
climax, the hero is severely tested once more on the
threshold of home. He or she is purified by a last
sacrifice, another moment of death and rebirth, but on a
higher and more complete level. By the hero’s action,
the polarities that were in conflict at the beginning
are finally resolved.
12.
RETURN WITH THE
ELIXIR. The hero returns home or continues the journey,
bearing some element of the treasure that has the power
to transform the world as the hero has been transformed.
ME1- The knowledge of teh coming Reaper invasion
ME2- The Collector Base, there is not morally correct decision concerning the Collector base it is morally ambiguous. But what is more important is not the base itself but the knowledge learned from it "THEY ARE HARVESTING US!"
ME3- ??? At the point where Shepard is supposed to return with "The Elixir" and use his new found knowledge to better the world the story goes off the rails. Instead of Resolution and Denouement we are introduced to a new character, a new conflict, the "The Reward" suddenly changes, as well as "the Exlixir". It doesnt make sense and comes out of left field in a bad sort of way.
Oh and if you dont think each game follows the same pattern then why do you think every game starts off with Shepard being knocked out and in every game your "safe place" is attacked? (Citadel, Normandy, Citadel).
And if you dont believe the games follow the Heros Journey (which is pretty hard not to) then you can at least agree that each game adheres to the same 3 Act Plot Structure which is what this thread is about anyway. This thread isnt so much about The Heros Journey as it is the fact that it violates the basic three act structure that each game has followed. Hence why the end feels out of place, it foregoes resolution and instead introduces a new plot element right at the end for no reason.
Modifié par SolidisusSnake1, 18 avril 2012 - 12:03 .