I think the problem with the endings as they stand is that they're currently weighted a little too far against "the ending you thought you wanted might have undesirable consequences, so please consider one of these alternatives" and too far toward "the ending you thought you wanted might have undesirable consequences, so please stare at the game in disgust before turning it off in a fit of rage."
I believe the reason why comes down to a simple cost/benefit analysis of each ending. I also believe this analysis explains why the developers' goals (dissuading people from overwhelmingly picking "destroy") ultimately failed (at least according to every poll I've seen on the topic, including the one in my signature) due to execution.
ControlCost(s): Shepard dies + relays explode (but not as catastrophically as they do in synthesis or destroy)
Benefit(s): Citadel remains intact. Shepard controls the Reapers.
(Uncertainty: Or does s/he? I mean, s/he's dead, so how does s/he control the reapers? How do we even know if s/he's capable of maintaining control over the reapers for any meaningful length of time? There is a lot of uncertainty here after the realization that Shepard's will is not insurmountable (TIM forces him/her to shoot Anderson), but that's not necessarily a bad thing if some of the other questions surrounding this ending are answered).
SynthesisCost(s): Shepard dies + Reapers remain completely unchecked + relays & citadel explode
Benefit(s): Organics and synthetics merge and ascend to "the final evolution of life."
(Uncertainty: Ignoring for a moment that the statement "the final evolution of life" is nonsensical, we're still left wondering if said benefit is even a benefit at all. The only point of comparison we as the players have for this philosophy in action are the Reapers. They constantly refer to themselves as the final evolution of life, and we know that they are a "synthesis" of organic and synthetic parts, too, but from an outsider's perspective this does not seem to be a favorable condition - they appear to be technologically stagnant and culturally dead. Why would I ever want to choose this? There is also the moral ambiguity of the "solution" - forcing everyone in the galaxy to evolve against their will - but, like the ambiguity of control's long-term efficacy, I don't think this is a problem so long as the other concerns are addressed.
DestroyCost(s): Shepard dies (low EMS) + Geth die (& EDI?) + everyone on Earth dies (low EMS) + citadel & relays explode
Benefit(s): Shepard survives (high EMS). The reapers are destroyed.
You'll notice that there's no uncertainty revolving around the benefit(s) of the destroy ending (unlike control + synthesis). The only uncertainty that ending has is in one of its "cost(s)" (whether or not EDI is capable of surviving (is it a bug? is it just an internet rumor that took hold? who knows?)). This probably explains why, despite the developers' best efforts, "destroy" remains king (again, all polls I've seen have indicated that the overwhelming majority of respondents still picked the destroy ending despite the high "cost(s)" associated with it).
Now like I said, not all uncertainty is bad, and I don't think the distinction is even too difficult to make. Take the control ending, for example. Speculation concerning Shepard's ability to maintain control over the Reapers in the long-term is what I would consider "healthy speculation," but speculation concerning whether or not it even worked to begin with is pretty clearly "unhealthy speculation." The player has very real reasons to believe that the ending simply won't work at all (chiefly among them being the "Shepard is *dead*" revelation, but also including the fact that every dialogue Shepard had with TIM was completely dismissive of the idea).
This wouldn't even be that difficult to fix - simply remove the "you will die" line and give the control ending a high EMS "easter egg" scene like the destroy ending got. The purpose of the scene would be to convey to the player a sense of hope that Shepard really
does still exist, at least in
some form, and that s/he has at least a fighting chance of maintaining control.
Here's an example: the camera pans over a ruined Presidium and comes to rest on an Avina platform. The camera gets closer to the platform, and you hear the classic "Welcome to the Presidium. Allow m* to be y**r g* ---." The hologram cuts in and out toward the end, interchangeably replacing itself with an image of Shepard until Shepard's image takes hold. You see Shepard briefly look around before ultimately looking down at his/her hands (perhaps in despair, or perhaps merely evaluating the realities of his/her new condition). The hologram of Shepard cuts out, with Avina reappearing in its place.
The synthesis ending could be "fixed" through similar means. Basically, the player needs to know that this "merging of organic and synthetic life" is somehow fundamentally different from the Reapers' condition. Again, speculation about the moral ambiguity of the ending = "healthy," speculating as to whether you turned everyone in the galaxy into proto-reapers = "unhealthy."
For the purposes of this post, I didn't include the Normandy crash scene or the Catalyst as a character into my analysis. They don't really fit the cost/benefit structure, especially since they "happen" in all cases no matter what you do, but it's worth noting that these are very real (and large) sources of fan discontent. I also didn't include any mentioning of the "organic vs. synthetic // singularity" issue, which, again, most of the fans seem to have rejected (although, for the sake of completion, you could add resolving said "issue" under synthesis' "benefit(s)," while placing its lack of resolution under "cost(s)" for control + destroy).
Modifié par hippanda, 27 avril 2012 - 08:10 .