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EMS system contradicts fundamentals of effort-reward and of moral choice.


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#126
Magicman10893

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Velocithon wrote...

But the problem is how does having a higher EMS, which allows for better construction of the Crucible, somehow allow Shepard to survive in the end? The same explosion happens every time, it isn't like in the "best" ending no explosion happens where you could draw the conclusion that Shepard lives because of this.


I think the reasoning for it is the fact that the higher EMS you have the more precise the destruction is. Low EMS results in basically everyone dying (watch the soldiers on the ground become evaporated). Medium EMS results in the soldiers on the ground surviving while the buildings are torn apart. High EMS results in only the Reapers getting destroyed. I assume that having high enough EMS means the Crucible's energy only damages the Reapers. Perhaps that explosion from shooting whatever it was Shepard shoots doesn't kill him and the Crucible's energy finishes him off in the Low and Medium EMS versions.

#127
Gogzilla

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Having EMS meant Bioware could take all decisions you made in the game and make them useful in some way. It was very clever but

Problem was EMS became the only factor relevant.
All your decisions just boiled down to a sum total number , very akin to a high score.

It didn't matter where you EMS came from if you had enough of it , the same stuff happens
Does saving the Rachni mean anything to the ending?
Making peace between the Geth and the Quarians did that change the ending in some way ?
What about saving the council in the first game does that offer unique consequences ?
Or what about the Collector base, does it offer unique consequences to you actions ?

what about assembling the Terminus and Batarian fleets , did that mean anything at all ?

At the end , none of that really matters ,
What specific decision you made don't matter regardless of how big or important they are
What matters in end was just the overall weight of your decisions put together.

Thats a cop out on the series principles , Decisions matter not because you made them but because of which ones you made.

Modifié par Gogzilla, 22 avril 2012 - 03:04 .


#128
LordJeyl

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I gathered materials and purchased a huge canon for the Normandy = Cut-scene showing said canon being used which results in one of my squad mates not dying.

I've saved the Rachni in game one and game three = Numbers. Numbers that I could have gotten elsewhere. Didn't have to bother with the Rachni at all.

#129
Sir Fluffykins

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Um, all this "War Assets do this" debate is great and all, except for the small problem that the War Assets are getting turned into EMS to decide your ending......and the ending(s) is nearly identical for everyone, with the highest giving you an out-of-context clip of Shepard taking a breathe in London rubble.

I mean, if I had terrible EMS I should have got one, of a number, of failure endings. I should have seen the Reapers destroy the fleet, kill everyone and get told it's all my fault. Instead I'd get the same ending as everyone else, oh, sorry maybe Big Ben burns, or two random grunts get to live, big deal -that's not a dfferent ending that's just cheap.

That's why I hope this Extended DLC, besides explaining what happened in the final seconds, has an epilogue that is a unique summary of your choices. Then all would be right with the world.

#130
Sean

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The sad thing is that with enough multiplayer (about 45 promotions) then you don't even have to get any war assets in the single player or worry about galactic readiness.

The single player was made too relianton multiplayer.

#131
Dimensio

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The fundamental flaw in the implementation of the EMS system is in only having EMS, and absolutely no other metric, affect the entirety of the ending. This is the result of one common complaint regarding the game ending: it provides no actual measure of closure nor statement of the impact of Shepard's choices on the post-ending game universe. Because EMS is a raw number, built by but not reflective of in-game decisions, it does not allow for any significant variety in the game's conclusion.

A player who completes a thorough and entirely Paragon playthrough of the entire trilogy, completing all available side-missions and always choosing Paragon or Charm options when available will, at the conclusion of the game, be presented with three possible ending sequences.

A player who completes a thorough and entirely Renegade playthrough of the entire trilogy, completing all available side-missions and always choosing Renegade or Intimidate options when available will, at the conclusion of the game, be presented with the same three possible ending sequences.

The three sequences do not vary whether players killed or spared Wrex on Virmire, whether they cured the Krogan genophage, whether they spared the Rachni race in the first game and saved the queen in the third or whether they wiped out the Rachni race in the first game and allowed the queen to die in the third, or whether they brokered peace between the Quarians and the Geth or whether they allowed one of the races to be wiped out. None of those decisions are reflected in the ending because the ending choices are determined solely by EMS rating and the EMS rating does not reflect the specific choices used to build it.

Moreover, a player who plays an entirely irrational playthrough of the games, eschewing all sidequest content, who never uses Charm or Intimidate to attain optimal solutions except to keep Wrex alive on Virmire, who survives Mass Effect 2 with only Jack and Morinth, who avoids all sidequests in Mass Effect 3 (allowing Jack to die), who allowed the genophage to be sabotaged -- resulting in Wrex's eventual death and the withdrawl of substantial Krogan support -- but who plays a substantial amount of multiplayer and who promotes numerous character classes to inflate in-game EMS score and thus manages to attain a Total Military Strength in excess of 5000 primarily through these promotions and who maintains a Galactic Readiness of 100% at the end of the single-player campaign will again be presented with the same three choices as were offered to the thorough Renegade and Paragon players. In fact, the third player will have access to an ending unavailable to the first two (assuming that the first two never play multiplayer) because attaining sufficient EMS for the "Shepard Lives" ending is impossible without playing content outside of the single-player campaign.

Tying the end-game choices and consequences solely to the EMS score was a mistake because it eliminated the possibility of having any in-game choices -- for better, for worse or just for different -- impact the game ending. This resulted in one of the legitimate complaints regarding the game ending: it offers no actual closure.

#132
LordJeyl

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Sir Fluffykins wrote...
That's why I hope this Extended DLC, besides explaining what happened in the final seconds, has an epilogue that is a unique summary of your choices. Then all would be right with the world.

If it was just an epilogue players complained about in Mass Effect, than all would be right with the world. Unfortunately, a lack of an epilogue is NOT the one and only problem players have with the ending.