What's wrong with a happy ending?
#276
Posté 27 mai 2012 - 02:21
#277
Guest_Cthulhu42_*
Posté 27 mai 2012 - 02:32
Guest_Cthulhu42_*
Lol. btw, I just used it and here's what I got for my last two paragraphs. It's not really too different from the actual ending:Getorex wrote...
I have discovered, due to some helpful yet cryptic tweets from a Bioware insider (must remain nameless) exactly how the ending of Mass Effect 3 was created. Behold! www.the-elite.net/story-generator/
About four hours later, Commander Shepard awoke, his fingernail throbbing. It was dark and Commander Shepard did not know where he was. Deep in the muddy haunted thicket, Commander Shepard was scarcely lost. Ever so extemperaneously, he remembered that his Crucible was taken by the Reapers. But at that point, he was just thankful for his life. That's when, to his horror, a big Reaper emerged from the foxy forest. It was the alpha Reaper. Commander Shepard opened his mouth to scream but was cut short when the Reaper sunk its teeth into Commander Shepard's double chin. With a faint groan, the life escaped from Commander Shepard's lungs, but not before he realized that he was a failure.
Less than six miles away, Tali'Zorah was entombed by anguish over the loss of the Crucible. 'MY PRECIOUS!!' she cried, as she reached for a sharpened live hand grenade. With a quick thrust, she buried it deeply into her fingernail. As the room began to fade to black, she thought about Commander Shepard... wishing she had found the courage to tell him that she loved him. But she would die alone that day. All that remained was the Crucible that had turned them against each other, ultimately causing their demise. And as the dew on melancholy sappling branches began to reflect the dawn's reddish glare, all that could be heard was the chilling cry of distant Reapers, desecrating all things sacred to virtuous men, and perpetuating an evil that would reign for centuries to come. Our heroes would've lived unhappily ever after, but they were too busy being dead. So, no one lived forever after, the end. :'(
#278
Posté 27 mai 2012 - 03:09
Getorex wrote...
I have discovered, due to some helpful yet cryptic tweets from a Bioware insider (must remain nameless) exactly how the ending of Mass Effect 3 was created. Behold! www.the-elite.net/story-generator/
I thin I'll stick with Unofficial Mass Effect 3 Epilogue Slides to make the endings suck less
#279
Posté 27 mai 2012 - 03:15
There is nothing wrong with a sad ending
There is nothing wrong with a bittersweet ending.
It's all in how the ending is set up, executed and whether it fits narrative rules.
#280
Posté 27 mai 2012 - 04:02
#281
Posté 27 mai 2012 - 04:10
StElmo wrote...
Nothing is wrong with a happy ending. Nothing is wrong with any kind of ending, provided it is narratively cohesive and thematically cohesive with the rest of the story.
There is nothing wrong with a sad ending
There is nothing wrong with a bittersweet ending.
It's all in how the ending is set up, executed and whether it fits narrative rules.
This ^. And with proper exposition, I could have seen Mass Effect going down either path.
#282
Posté 27 mai 2012 - 06:12
Il Divo wrote...
StElmo wrote...
Nothing is wrong with a happy ending. Nothing is wrong with any kind of ending, provided it is narratively cohesive and thematically cohesive with the rest of the story.
There is nothing wrong with a sad ending
There is nothing wrong with a bittersweet ending.
It's all in how the ending is set up, executed and whether it fits narrative rules.
This ^. And with proper exposition, I could have seen Mass Effect going down either path.
In fact it should have gone down either path. Or other paths. All based on what chocies you made throughout the trilogy.
But not funnel everyone's Shepard down the same multicolored path
#283
Posté 27 mai 2012 - 06:32
iakus wrote...
silentassassin264 wrote...
One death is a tragedy. A million is a statistic. There was some personal loss but it was it was ME2 people who were removed from the story largely until their little moments show up. Shepards's personal team for ME3 would escape unscathed. Hackett explains it nicely that they are using Shepard and the Normandy as the tip of their spear. If you are clad in your loincloth and spear and take down an M1 Abrams with spear perfectly intact...that is more than a miracle. For [active] Team Shepard to actually get through with no losses when Harbinger made you (well Shepard) specifically the target is ridiculous. It is already stupid enough that they hinted that Shepard might live in the perfect destroy ending when his/her wounds from get hit by a stream of relativistically blasted molten metal should be fatal even if he/she got medical attention afterwards.
I literally cannot wrap my mind around this concept. And I don't know if that's good or bad.
Planets. On fire. Shepard watches it happen and is helpless to do anything stop it.
Friends die to secure aid for Shepard. But they "don't count" because they're not part of the ME3 crew...
The stories behind the invasion were unbearably sad. Like th elittle girl in teh refugee camp who kept asking the C-Sec officer if he'd heard any news about her parents. I literally had to hurry past the PTSD commando in the Citadel hospital to avoid hearing that story. It was only later that I learned the significance of her tale and felt even worse.
And yet, Shepard and crew beating the odds one last time and living is "too happy"
If you felt nothing when Garrus pointed out that huge burning area on Palaven and says "That's where I'm from and where my family lives" you better check your pulse. A stat? It wasn't to me.
#284
Posté 27 mai 2012 - 07:32
StElmo wrote...
Nothing is wrong with a happy ending. Nothing is wrong with any kind of ending, provided it is narratively cohesive and thematically cohesive with the rest of the story.
There is nothing wrong with a sad ending
There is nothing wrong with a bittersweet ending.
It's all in how the ending is set up, executed and whether it fits narrative rules.
This.
A satisfying sad/bittersweet ending over a poorly impleminted happy ending any day, however, a well written happy ending could always be a possibility.
#285
Posté 27 mai 2012 - 09:50
Mass Effect was always wishfullfillment, by the power of our alter ego's indomitable will we expect to triumph against impossible odds. "Realism" has nothing to do with it. This is how it works in the first 2 games. Good guys win, bad guys lose. Yes, some redshirts die in sad ways but all it accomplish is making you feel better about killing the baddies. A downer ending is impossible in ME1 and you have to work you ass of to kill shepard in ME2. (In fact the ease which you can get everyone alive through the suicide mission takes alot of the edge out of it.)
Yet in Mass Effect 3 it seems the developers forgot what Shepards story was about and that they are producing videogames. The power through diversity theme that's been what Shepard fought for through the entire series is discarded. In the end Shepard wasn't strong and sexy enough and submits to the reapers superior judgement. Saren and Harbringer were right "I'm a vision of the future" "You only delay the ineviatable". and this more then Shepards cheap and arbitrarily death is the real downer. I really wonder what Bioware wanted to accomplish.
#286
Posté 27 mai 2012 - 11:02
#287
Posté 27 mai 2012 - 02:41
Yezdigerd wrote...
Whatever, even with beaches,blue children and dancing ewoks the ending with trillions of deaths could never be better then bittersweet.
Mass Effect was always wishfullfillment, by the power of our alter ego's indomitable will we expect to triumph against impossible odds. "Realism" has nothing to do with it. This is how it works in the first 2 games. Good guys win, bad guys lose. Yes, some redshirts die in sad ways but all it accomplish is making you feel better about killing the baddies. A downer ending is impossible in ME1 and you have to work you ass of to kill shepard in ME2. (In fact the ease which you can get everyone alive through the suicide mission takes alot of the edge out of it.)
Yet in Mass Effect 3 it seems the developers forgot what Shepards story was about and that they are producing videogames. The power through diversity theme that's been what Shepard fought for through the entire series is discarded. In the end Shepard wasn't strong and sexy enough and submits to the reapers superior judgement. Saren and Harbringer were right "I'm a vision of the future" "You only delay the ineviatable". and this more then Shepards cheap and arbitrarily death is the real downer. I really wonder what Bioware wanted to accomplish.
This is why the ending as it is is such a mixed bag of tricks. It offends the senses and sensibility on my levels. It's said by Bioware that it's bittersweet and I want to know where the sweet is. And to actually think that maybe it's the Joker planet scene or the Shepard gasps scene well that's insulting.
Even a happy ending is of necessity partly sad and often overwhelmingly sad. Mordin needed the face of his nephew to have the cause hit home and I know I've said before that Shepard didn't need that kid's face because s/he had friends, LI, and teammates that made it real. But Shepard always felt the looming weight of whole civilizations on his/her shoulders. Shepard toured the galaxy and saw what people were doing to survive. How many times did Shepard ask Garrus about his family? And how many times did Shepard ask other people about theirs or about their planets? Shepard, maybe a certain type of Shepard never existed apart from other's pain. In fact, Shepard was constantly internalizing it and fighting to keep it from being repeated over and over again.
But then what the ending also accomplishes beyond what we can easily see, the arbitrary Shepard must die thing, is a destruction of the spirit or soul or driving force. Shepard, in making any choice, is implicitly agreeing with Sovereign, Saren, TIM, Harbinger, reapers, and the kid. And Shepard gives up. Victory is so close that Shepard can taste it and then gives up and gives in. Demoralizing.
#288
Posté 27 mai 2012 - 03:07
It is what happens when you rush to get software out the door within an arbitrarily set "deadline". This far and no further. Whatever we have on this date, that is what we burn and sell. Just because.
#289
Posté 27 mai 2012 - 04:21
Getorex wrote...
The unassailable conclusion is that ME3 was released as an incomplete game. It had a beginning that felt rushed, it had a middle that seemed rushed, and it was heading towards an ending that never came, just a cliff that the game dropped off of. Piff! Kersplat. The End.
It is what happens when you rush to get software out the door within an arbitrarily set "deadline". This far and no further. Whatever we have on this date, that is what we burn and sell. Just because.
This is so right. The game to have been done well could easily have spanned 2 games-first part getting people to work together, second part battle to get rid of reapers.
There's a lot of the so-called sidequests that are just WTF moments. I know Kasumi wasn't a huge part of ME2, but she was there. In ME3, she's invisible for most of her "mission". And the Miranda one-I submit that she was one of the people that grew the most in ME2, and she brought Shepard back to life. I know some people really didn't like her character, but still. In ME3, she just pops in and out a couple times only to tell Shepard she has stuff to take care of. The Sanctuary mission was ok, but Miranda still was not a huge part of it.
And Jack isn't in most of the mission at Grissom, has one short bar scene and is gone.
The whole "phone home" section in ME3 was a big example of them rushing things. Wow, that was satisfying. In ME2, these people go from self-centered, guns for hire, or shattered souls, to people willing to walk into hell with Shepard (and willing to stay there) and they get a phone call ending? Well whoopty freaking doo. Jack was particularly touching as a character-she was in shambles, abused from childhood. That scene on Pragia where she's looking at the things in her room and talks about her desk, brought me to tears. So, yes a phone call to say goodbye was just fantastic.
And then to smash all of this into some arbitrary choices, when Shepard had already been making the choices along the way that should have resulted in the end actions, is insulting.
#290
Posté 27 mai 2012 - 04:43
Yes.iakus wrote...
Il Divo wrote...
StElmo wrote...
Nothing is wrong with a happy ending. Nothing is wrong with any kind of ending, provided it is narratively cohesive and thematically cohesive with the rest of the story.
There is nothing wrong with a sad ending
There is nothing wrong with a bittersweet ending.
It's all in how the ending is set up, executed and whether it fits narrative rules.
This ^. And with proper exposition, I could have seen Mass Effect going down either path.
In fact it should have gone down either path. Or other paths. All based on what chocies you made throughout the trilogy.
But not funnel everyone's Shepard down the same multicolored path
#291
Posté 27 mai 2012 - 10:09
#292
Posté 27 mai 2012 - 10:24
3DandBeyond wrote...
There's a lot of the so-called sidequests that are just WTF moments. I know Kasumi wasn't a huge part of ME2, but she was there. In ME3, she's invisible for most of her "mission". And the Miranda one-I submit that she was one of the people that grew the most in ME2, and she brought Shepard back to life. I know some people really didn't like her character, but still. In ME3, she just pops in and out a couple times only to tell Shepard she has stuff to take care of. The Sanctuary mission was ok, but Miranda still was not a huge part of it.
Almost every ME2 squadmate ends up taking a backseat in the ME3 missions designed around them. Kasumi is invisible. You only see Zaeed in person at the end of the Korlack mission. Miranda is either offscreen or just ahead of you "taking care of business" at Sanctuary. Samara is mostly offscreen looking for her daughters in the Monastery mission. Aside from Jack, Jacob and Grunt, you barely interact with any of these people through their mission, and the scant conversations you get just seem like "too little, too late" for it to matter in any way.
3DandBeyond wrote...
The whole "phone home" section in ME3 was a big example of them rushing things. Wow, that was satisfying. In ME2, these people go from self-centered, guns for hire, or shattered souls, to people willing to walk into hell with Shepard (and willing to stay there) and they get a phone call ending? Well whoopty freaking doo. Jack was particularly touching as a character-she was in shambles, abused from childhood. That scene on Pragia where she's looking at the things in her room and talks about her desk, brought me to tears. So, yes a phone call to say goodbye was just fantastic.
It would have alleviated a bit of fan discontent if the deleted dialogue that's on-disc was featured in the final game. There are voice files of Grunt apparently leading the new Aralakh Company and proclaiming what a bada** he is, Zaeed apparently taking down a Reaper(!!!) and Jack telling her students she's proud of them before they go off to fight for Earth. Not to mention the extended Anderson conversation and the squadmate "beam" scene.
Everything I've seen indicates that BW just shoved this through with little, if any, quality control.
#293
Posté 27 mai 2012 - 10:28
iakus wrote...
Il Divo wrote...
StElmo wrote...
Nothing is wrong with a happy ending. Nothing is wrong with any kind of ending, provided it is narratively cohesive and thematically cohesive with the rest of the story.
There is nothing wrong with a sad ending
There is nothing wrong with a bittersweet ending.
It's all in how the ending is set up, executed and whether it fits narrative rules.
This ^. And with proper exposition, I could have seen Mass Effect going down either path.
In fact it should have gone down either path. Or other paths. All based on what chocies you made throughout the trilogy.
But not funnel everyone's Shepard down the same multicolored path
Sure, but then it's hard to mix "happy ending" with "hard choices", since the two contradict each other. Outside of Heavy Rain, I've yet to see a game, especially a Bioware game, capable of combining hard choices and a happy ending. What it comes down to is: if you want Shepard to survive, what would you (as a player) be willing to trade to make it happen? The game needs to avoid validating any particular path as the "right" one, which isn't really possible if there's a perfect playthrough. It's the same basic design flaw behind the suicide mission from ME2.
Modifié par Il Divo, 27 mai 2012 - 10:32 .
#294
Posté 27 mai 2012 - 10:33
OverchargedTeslaCoil wrote...
I love this forum.
Unless the topic is about some love interest (those can be...uncomfortable...to say the least, how many people truly, and I mean TRULY, get into their fake love) then any topic will ultimately zero in on the big-@ssed gorilla in the room: how the ending is FAIL and how it destroys, retroactively, the entire series.
Call it Praedor's Law. All forum discussions not related to love interests will ultimately resolve down to the poor execution of the ending.
#295
Posté 27 mai 2012 - 10:35
Il Divo wrote...
iakus wrote...
Il Divo wrote...
StElmo wrote...
Nothing is wrong with a happy ending. Nothing is wrong with any kind of ending, provided it is narratively cohesive and thematically cohesive with the rest of the story.
There is nothing wrong with a sad ending
There is nothing wrong with a bittersweet ending.
It's all in how the ending is set up, executed and whether it fits narrative rules.
This ^. And with proper exposition, I could have seen Mass Effect going down either path.
In fact it should have gone down either path. Or other paths. All based on what chocies you made throughout the trilogy.
But not funnel everyone's Shepard down the same multicolored path
Sure, but then it's hard to mix "happy ending" with "hard choices", since the two contradict each other. Outside of Heavy Rain, I've yet to see a game, especially a Bioware game, capable of combining hard choices and a happy ending. What it comes down to is: if you want Shepard to survive, what would you (as a player) be willing to trade to make it happen? The game needs to avoid validating any particular path as the "right" one, which isn't really possible if there's a perfect playthrough. It's the same basic design flaw behind the suicide mission from ME2.
Hmmm. I could do "hard choices" and "happy ending" quite easily. My life, my REAL life is chock full of "hard choices" yet here I am with a generally ongoing "happy ending". Easy. Model on life instead of some silly "artistic interpretation of faux life". Skip the "herp derp" and go off the real life experience thing. You can't fail using reality as your anchor.
#296
Posté 27 mai 2012 - 10:42
Il Divo wrote...
iakus wrote...
Il Divo wrote...
StElmo wrote...
Nothing is wrong with a happy ending. Nothing is wrong with any kind of ending, provided it is narratively cohesive and thematically cohesive with the rest of the story.
There is nothing wrong with a sad ending
There is nothing wrong with a bittersweet ending.
It's all in how the ending is set up, executed and whether it fits narrative rules.
This ^. And with proper exposition, I could have seen Mass Effect going down either path.
In fact it should have gone down either path. Or other paths. All based on what chocies you made throughout the trilogy.
But not funnel everyone's Shepard down the same multicolored path
Sure, but then it's hard to mix "happy ending" with "hard choices", since the two contradict each other. Outside of Heavy Rain, I've yet to see a game, especially a Bioware game, capable of combining hard choices and a happy ending. What it comes down to is: if you want Shepard to survive, what would you (as a player) be willing to trade to make it happen? The game needs to avoid validating any particular path as the "right" one, which isn't really possible if there's a perfect playthrough. It's the same basic design flaw behind the suicide mission from ME2.
I'm not a "blue babies on the beach" person (I like Ash...and DAMN her voice actor is quite cute in RL too!) but...having Shepard survive AND re-connect with his/her LI, if there is one, does not mean everyone has to choose the path that leads there. Some people eschew LI entirely. Others have this inherent need to have a death-of-the-hero ending. So...easy. You make an ending that gives people all of them depending on the choices you made throughout the game. That means some people get their blue babies, others get their Tali house on Rannoch, others get Ash-as-Spectre-partner-LI, others get living Shepard with no LI because they didn't roll that way. OTHER people who just have to have "tragedy" get their dead Shepard but some mix of surviving crew pining over his/her "tragic death". Everyone gets their thing and it is predicated upon your choices and preferences. Kinda the way the developers let everyone believe it would end. Not hard. No one is forced down any path, unlike now where EVERYONE is forced down the hipster path no matter what. I HATE hipsters. Their skinny, pasty legs demand to be snapped like kindling and their "stylishly mussed hair" pulled out by the roots. NEVER force hipsterism on human beings.
#297
Posté 27 mai 2012 - 10:43
Getorex wrote...
Hmmm. I could do "hard choices" and "happy ending" quite easily. My life, my REAL life is chock full of "hard choices" yet here I am with a generally ongoing "happy ending". Easy. Model on life instead of some silly "artistic interpretation of faux life". Skip the "herp derp" and go off the real life experience thing. You can't fail using reality as your anchor.
Hard choices, sure. But then, I'd say that's stretching the definition of ending a good bit, in a style completely different from how a narrative handles it. Your life is currently ongoing, so it's not really applicable to call it an ending.
Hard choices is the idea that whatever your character does, their decision results in both a gain and a loss. Virmire's a great example; you save Kaidan, but lose Ashley or vice versa.
A Happy Ending (note: this is different from a bittersweet ending) is the idea that everything works out, to the protagonist's benefit. See KotOR's ending.
Situations like Dragon Age: Origins demonstrate why the two are so difficult to mix together. Take the Red Cliff situation; the player has a few "hard" decisions, but also an easy way of circumventing all these problems by having the Mages prevent anyone from being sacrificed to save Connor. Unfortunately, too many games give into that style, imo.
Modifié par Il Divo, 27 mai 2012 - 10:43 .
#298
Posté 28 mai 2012 - 12:52
I could have easily lived with an ending that required Shepard to heroically sacrifice himself to end the Reapers or to have staggering losses to the combined fleet. In fact, the idea of Shepard and Garrus storming the nerve center of Harbinger, knowing full well that they will die for the sake of all sentient life, gives me more of a thrill than ANYTHING that happened after charging the beam. And I just thought that up a few seconds ago.
I'm sure a writer like Weekes given a few hours could come up with an end that would melt my ****ing face off with its glory.
#299
Posté 28 mai 2012 - 01:31
All people really wanted was I think something that said if I worked my **** off getting all this stuff together and getting all these people to work with one another then it should matter.
Ever take a look at that war asset thingamagig? Once you get past a certain amount of war assets it says your odds are even. Even. So, without any other thing factoring into it it seems to think you have a 50-50 chance of winning. Of course, it's contradicted all over the place, but I digress.
I don't think a renegade leads you to certain sacrifice, nor do I see a paragon leading you to a full on happy ending. I can see that sometimes you do have to make quicker decisions that may not seem nice-you may have to act more quickly or something fails that causes another thing to fail. Same is true that expediency could cost valuable assets and some part in the whole chain could fail. Remember there are two sayings: "He who hesitates is lost", and "Look before you leap."
My point is there were ways to be un-obvious about where the character and the ending is headed and it could have been a twisting road, much as life is.
What instead happened is the ending does not open up at all in the way Casey Hudson described it. It in fact closes down and takes into account very few things. War assets are one of them and there is actually very little difference in the amount you can attain sometimes if you choose a more renegade option than paragon. Sometimes they are a complete wash.
Even things like saving or destroying the collector base mean very little. The problem as I see it is partly that they tried to be all things to all people. They actually could have made some concessions kind of like they did for people that started the series with ME2 if someone only got ME3. Not a comic book, but maybe a checklist of sorts so that people could play one way and come back and play a different way.
What they did instead is watered down some of the major elements from the other games, so they wouldn't affect people that hadn't played them so much which is why for the sake of new players I think there should have been some sort of checklist-awkward, yes but really they might have made the choices matter more for everyone.
One odd thing I noted in another thread is that I have an almost full paragon Shepard. I decided to see what decisions the game would make for me so I changed to a full narrative play (less action) with me making no decisions. I loaded different saves from the game and made sure those were my settings do the game would choose all the dialog options. And this was a character imported from ME2 that had been carried over from ME1 also having made almost full paragon decisions through to ME3. Every single decision the game made was renegade.
There's the "love scene" with Liara and Shepard before the final assault on TIM's base. My Shepard told Liara to get out after having told Liara that she was ready for the fight.
So, I loaded the very first save I had-this was a 2nd playthrough of ME3 with almost full paragon-one that was before I tell Joker to get to Mars and James says he wants out. I have never gotten a renegade interrupt here, it's always paragon. Well this time there was no paragon only renegade. The game most definitely wants you to choose renegade.
#300
Posté 28 mai 2012 - 01:39
Modifié par Kitteh303, 28 mai 2012 - 01:41 .





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