LucasShark wrote...
I don't get it: why do some people put it out there that "no one ending can be better than any other!"
The main reason put forward is that it would "make certain choices wrong". Well I've got news: that was the case in ME2.
If you chose to launch your mission before you were ready, that was a bad choice, and the game punished you for it. If you chose to leave your crew to die, that was a dick move, and the game told you so. If you used your squad poorly, that was a bad move, and the game punished you for it.
For a generally grim game, ME3 really doesn't seem to like this particular idea.
This of course factors into the ending, and why all 3 endings were/are so very samey. And why we never see our war assets in action. It is basically insulated from all choices we could make, besides the EMS score.
Why were our choices not used? Think about it: this would have been the series-long equivelant of upgrading the Normandy, or gaining crew loyalty. You kill the rachni? Well then there are no ravagers, but you get none of their help. The rachni are spared: ravagers, but you get a massive space force. One is short-term gain, the other is overall gain.
I know this would mean a very limited type of choice set-up would get the "best" ending, but that makes sense! A perfect storm of events needs to occur to get the best-case scenario.
I always thought of ME as a "choose your own adventure book" as it were, and you know how many not so great endings were in those books generally? Answer: a lot.
I think part of the problem is that if certain players wanted to have a feeling of sacrifice (i.e.: Shepard dying or whatever) and there was an ending where Shep lived, along with all of the races (even geth), they wouldn't be able to prevent themselves from always choosing that ending. It's really the same reason that people were complaining the suicide mission in ME2 was too easy.
Heck, I intentionally made playthroughs of ME2 where certain squad members died, just so I could see it play out different in 3. I had one playthrough where I didn't have Zaeed or Thane, due to screwing up Thane's loyalty mission and choosing Zaeed as a squad leader.
The problem, as I see it, is that some people don't know self control (if there is an optimal ending, they MUST get it, even if they don't want it), or they meta-game instead of role-playing Shepard. For instance, in my one playthrough where I lost Thane and Zaeed, my Shep stayed up on the balcony and looked around for Kolyat instead of running through the doorway in the back and he also thought Zaeed would make a good squad leader after founding the Blue Suns. That is how I role-played him, despite knowing that these actions were "incorrect". Heck, he could have also picked sides in the Miranda/Jack argument and Tali/Legion argument (and would have had he been romancing a particular one of the three).
I think an ending where Shep didn't have to die and all races survived would have been fine, and they could even keep it to where you could choose to sacrifice yourself or not, possibly dependent on EMS (but don't make death/survival mandatory once a certain amount is reached, so you could still role-play a Shep willing to make the sacrifice). And for the record, I think Shep should have been given the option to survive in all endings, not just destroy.