Allan Schumacher wrote...
I don't think this works for the same reason that many have said the current endings are unsatisfying because they're less emotionally invested in the faceless masses and the fact that the future no longer needs to worry about systemic extermination at the hands of the Reapers.The problem I have with a situation like the Suicide Mission is that the ending is effectively a game score. Especially given how easy it can be to achieve, not achieving a nearly flawless playthrough more says "You didn't win as well as you could have if only you had played better."I prefer endings that are qualitatively similar. That is, an ending where it's not as obvious which one is the "more ideal result."My preference for a "happier ending" would have preconditions that involve making more difficult choices (not just playing the game better or more thoroughly) at earlier points of the game (ideally significantly earlier parts of the game to prevent save scumming). In fact, I'd even make it more interesting and set up the situation that the only way to have a "happier ending" would be for Paragons to have to choose a renegade option earlier in the game, and for Renegades to have to make a paragon option. Make it so that if you want things to work out, sometimes you have to make choices you don't think are appropriate choices at other points. (I'm actually not a fan of morality scoring systems like Paragon/Renegade because I think they make decisions that could be interesting just academic: "This gives me Paragon? I'm picking that").As for player choice, I am more just a fan of "does the game react to my choice in some capacity" as opposed to "I'd prefer to choose specifically how the narrative proceeds." I think this has been the one thing I've learned the most since frequenting the forums though, as it seems many people (at least people on the BSN) prefer their choice to be more along the lines of "How would you like to proceed through the game" as opposed to difficult choices with no obvious good outcome. As an example, while I think it's interesting for the crew to all die in ME2, it's really a situation that requires the player to consciously make "bad" game decisions in order to achieve. That's less interesting in my opinion, but it is indeed a "choice" we can allow.1. No ending is going to truly be happy. Billions died, earth, Palaven, Thessia and a crap ton of other worlds are ruined. Friends are dead and much of what was lost will never be replaced. It will only be happy in the sense the Reapers are dead and you minimized what losses where you could.
good luck with that...in a game like ME I have an individual save at the beginning of each level for me to go back to regardless of how far I am in the game





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