Friends, Internet Dwellers, Trolls, lend me your ears.
I come not to defend the endings of Mass Effect 3, but to defend a method of storytelling under attack.
These are not the words of a “pro-ender”; in truth, even with the Extended Cut, they are a logical nightmare, with each attempted plug of a hole often creating an entirely different one. There is no defending the execution that requires a half ton of self-rationalization that should have been explained in game no matter how obvious the writers may have thought it was.
There is no excuse that makes the poorly written logic of the Catalyst any less poor, even if the intent becomes clear with some educated guessing, or that the barest shards of its foreshadowing was not nearly enough to remove the Deus Ex Machina feel it had upon its appearance (even if it does not fit the technical definition of the term).
I do want to thank Drayfish for his/her very well composed piece reflecting his/her disappointment. There is validity to them, especially for a player expecting and anticipating a certain environment and a certain outcome that had been supported through two other games. This rebuttal is not meant as a dismissal of those feelings specifically. However...
Simply put... stories are under no requirement whatsoever to be happy or hopeful or particularly pleasant. Literature is just as valid reflecting reality as it is escaping from it. Whichever one you prefer is a matter of opinion, of course, but a preference for one does not excuse a dismissal of the other.
Nor is their any requirement in the slightest that one installment of a story maintain the same feel as its predecessors, nor does any further sequel need to continue to follow the dark road those previous had taken.
In fact, some of the most heralded of science-fiction tales took such thematic shifts. Star Wars saw “A New Hope” become “The Empire Strikes Back.” Star Trek saw Captain Kirk's boast of never believing in a no-win scenario get mauled and spit back at him with the good of the many outweighing the good of the few.
In this case, Mass Effect decides to take its environmental shift at the end of the trilogy; a reasonably unprecedented move for such a major title. While perhaps ill-advised for the emotions of their players, that in and of itself would not have been the death knell had it been executed properly.
Sometimes, there IS no “perfect” solution. Sometimes tough choices have to be made, and there is no way to come through clean. That is reality. In perhaps that (only) instance, Mass Effect 3 executes a realist story well. No option you have is a particularly “happy” one. It's a value exercise; intended for the player to think and engage their own values as what is most important to them. When pressed, what choice would you make and why? It's meant for the player to get a look at themselves as much as the world they are in.
A “golden ending” would inherently defeat the moral question. There'd be no logical reason to take any other solution. To do otherwise would be doing it “wrong.”
The Extended Cut adds a refuse option, which while obviously the equivalent of a rude gesture from the writers to the fans, is also a remarkably well done Realist perspective. You can certainly choose not to betray your ideals, and you can certainly stand for what you believe in... but those that do so in the face of the reality of the situation inevitably lose. It's one thing to have hope and faith; it's entirely another to expect those alone to carry you. Fortune favors the bold, and survival favors the fittest.
Video Games are seeing a push to become a widely accepted form of story-telling. That requires that they push beyond the obviously emotionally satisfying conclusion. Books, movies, plays... they all accept and embrace reality as often and as readily as they escape in flights of fancy. Both have their place.
Mass Effect 3 is a truly disastrous conclusion, but not because of it's attempt. One of the marks that separates a good writer from a great writer is that a good writer gives the reader what he/she wants; while a great writer gives the reader what the writer wants and convinces the reader that it's what he/she wanted as well.
Mass Effect 3 abjectly does not succeed at doing this. It is a narrative mess that is as much a travesty to Realists as it is to Romantics. It violates many basic axioms of good writing for seemingly little reason, and leaves so many things open to interpretation that no sound interpretation is possible. The potential value discussion is lost because there's next to nothing provided by the endings to formulate a logical defense for or against any path taken.
And that is where the game fails... not in its attempt, but in its composition.
Modifié par chemiclord, 14 janvier 2013 - 03:07 .