For example, imagine the Crucible has been hooked up, and EDI analyzes it and determines the three choices that Shepard can make with the Crucible?
We'd be able to discuss them at length, theorize on the implications and ask her how does she feel about possibly dying along with Shepard. Depending on how you handled the issue earlier, she will reiterate that she did/did not alter her core programming to prioritize Joker's survival over her own for a reason and thus change her advice to you.
POOF, you have a moral investment in the story that is a direct result of the player's actions. Woah. Quick, check if writing that hurt? No? Did it cause moral resonation within the bowels of your soul? Yes? Then why was this not done in the actual game?
Why the hell do writers insist that you can't have a happy ending and still be considered a serious game?
Why the hell are we forced into one horrible ending or another for the sake of artistic integrity?
Good question. If anyone recalls, every single Silent Hill has at least five endings, two of which are suicide-inducingly depressing (one acid-drinking level of suicidal intent, the other usually shotgun-eating), one is marginally happy, but suicide-inducingly depressing, and one is mostly happy, but still has you needing those happy pills for a few days and is, more often than not, obscenely hard to obtain without a walkthrough. And the fifth is usually a nonsensical self-parody that has grown to be its own soap opera, as they're all interconnected through the series.
So tell me this. Why not do THAT kind of ending range instead of the "well, there's an ending anyone gets, an ending most will get, and an ending you can only get if you play multiplayer, oh, and they're all rather easy to do without much extra effort, really, so as not to alienate anyone or make them feel left out, they're not that different"? I'm very interested.
Seriously though, I pose the question because I think that when people are upset about a certain aspect, they become more critical about other aspects. Many people find the Catalyst jarring and I'm curious how many people carry over the interaction with the Catalyst onto other aspects of the ending, and even the entire game.
It's not about the Catalyst being jarring by itself (which it totally is). It's about the fact that Shepard has no palpable reason to accept ANYTHING the hologram says specifically because it admits to be the perpetrator of all the crap that Shepard had to deal with. If it's EDI delivering the options, it's a reliable source, someone we have grown to know and trust over the course of two games. Even if she pulls a SHODAN on us at that point for picking Destroy if she did not modify her core programing, it would be consistent with the story we have had until now, and we could have inferred that in advance.
TL;DR: The Catalyst fails as the options-presenter not because it is shoddily written (although it is), but because Shepard's opinion of the options will be coloured (should be coloured?) by the fact that it's who we've JUST been told is the Big Bad.
As for your first question, the main reason why I wouldn't allow for a conventional alternative to allow for success is because it ends up becoming the clearly superior choice. Choice is meaningless if they aren't all, in some way, relatively equivalent. Picking the other options is akin to sabotaging your game simply to see the other outcome
But they ARE equivalent. Common Warfare as an option would naturally require in excess of 7K EMS to achieve what the Destroy ending allows with 3K EMS, with the tiers going down in parallel. So at 5K EMS, while you *might* win in Common Warfare, be prepared to live with the fact that Shepard will most certainly not make it off the Citadel, that Hackett, the Normandy, and most everyone you know will die fighting and -- oh, dear Saren, there might not be enough hoo-mans left in the universe afterwards to sustain a viable population.
It is the moral high ground, yes, but it should NOT be the "assured victory" that everyone somewhy assumes it would automagically be. Remember, the 4K EMS cutoff point is "we can protect and build the Crucible to spec", not "we may have enough ships to whup the cuttlefish". Therefore, the "we totally can whup the cuttlefish" level should be much higher. It's very simple.
I personally feel that brokering the peace between the Geth and Quarian (which IS probably my favourite moment in the game) is probably just a smidge too easy to accomplish too.
The game balances it out by not importing the saves correctly sometimes. I had to edit my saves to restore the proper values, because apparently, it did not enjoy the fact that all but one of my Shepards had fulfilled all the prerequisites in ME2.
Also, I would've felt much better if the Geth/Quarian peace was NOT resolved by a bizarrely-conditioned Para/Rene check (I won't get into detail, much more eloquent men than me have spent hours discussing WHY the requirements don't make much internal sense), but by a series of gateway dialogues setting up the doubts in the minds of the Quarian admirals which you may or may not opt to exploit in the showdown scene by YELLING AT THEM. Winning by power of eloquence rather than picking an "I win" option is always more enjoyable.
The problem with ME3's endings is the exact opposite, the price you pay for any of the endings is so high that Shepard feels distinctly less than heroic in picking any of them. And there's absolutely nothing Shepard can do about it. Heck Shepard can't even save his/herself without going afield from the SP campaign.
Pretty much what he said. The sense of loss and suffering Shepard accumulates over the course of the game is great and enjoyable from a storytelling perspective, but the fact that the ending decides to drive a steamroller across all of it by introducing an entirely different, mostly unrelated, framework of values and decisions ruins everything for most people.
Modifié par Noelemahc, 28 avril 2012 - 05:56 .