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The Main Lesson of ME3 is to Give the Inquisitor a Happy Ending


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#351
Iosev

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I don't think the controversy with Mass Effect 3's ending was due to a lack of a happy ending, but rather, it didn't have enough exposition for many people, especially since it was the conclusion of the trilogy (although the Extended Cut addressed that). Likewise, I thought that Dragon Age 2 did not have enough exposition at its ending, especially considering that it was the end of Hawke's story (I'm guessing that the cancelled Exalted March expansion was originally supposed to help finish Hawke's tale).

Given that the protagonist is likely to change with each Dragon Age game, I personally just want a bit more exposition regarding the protagonist and his or her companions before moving onto the next story. I thought that Dragon Age: Origins did a great job at concluding the Warden's tale (excluding the DLC), where regardless of whether I chose the Dark Ritual or one of the Sacrifice endings, I felt that I had closure with the Warden. I personally did not feel that I had enough closure with Hawke, and so I hope that the end for DA3:I has more exposition on the aftermath of its events, as well as some information on what happens to the Inquisitor and his or her companions.

In truth, I liked how Dragon Age: Origins didn't have a completely good or happy ending. Either someone has to sacrifice his or her life (Warden, Alistair, or Loghain), or someone has to help conceive a child with an Old God's soul (as well as the consequence that it may bring in the future).  I personally prefer having to choose between endings that each have their positive and negative aspects, rather than there being some sort of "perfect" ending (e.g., having everyone survive the Suicide Mission in ME 2, excluding the issue of the Collector base).

Modifié par arcelonious, 08 mars 2013 - 10:53 .


#352
Foolsfolly

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Farbautisonn wrote...

I hated the endings.

Its not so much that they were "tragic". Because they werent. They were inanely written and written so poorly infact that any 12 year old kid with the litterary experience of Doc Seuss should be able to see right through them.

Synthesis: Fasistoid violation of the free will of ever sentient being alive and imposing the will of the reapers, their definition of "final evolutionary stage" upon every organic. Every so often a dictator comes by and tries to create "Ubermensch"'s. This is no different.

Controll: Yeah. That worked out so well for TIM. Having spacehitler pander to my pride and goading me into believing I can controll the reapers, thats just too ****ing stupid.

Destroy. The only option that makes any ****ing sense, renegade or paragon, as you have devoted your entire existence to this purpose. Its what every sentient being expects of you, bringing them self determination and a future.

The whole "Tragic" bull****e is a travesty. If you want "Tragic" in storytelling, check out "The Little Matchgirl". Thats tragic, but with a bittersweet ending. One that gets increasingly bittersweet with the amount of thought you put into it.

The endings we were presented with were inane. They left us with no hope for the organics, no future, and despite halfarsed retcons, allusions here on the boards and leaps of logic that would make a "Comical Ali" be impressed, it remains utter bull****e.

You can have tragic endings, even horid, endings all you want. If you leave us with hope. Some logical, tangible hope. We are left with nothing. And that is why ME3 retroactively ruined the franchise for me.

I wish I could say that I thought Bioware had learned from this. However I dont think they have.


Yeah, ME3 is not sad or even tragic. A video game I'd give that title to is The Walking Dead which had me crying like a little girl with a skinned knee. It's the only video game to make me cry and I broke down again during the credits after I thought I had it under control.

I ADORE that game and its ending. ME3's just a poor written ending... attached to a mediocre game (which only shines during Tuchanka).

#353
Killer3000ad

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I actually think the main lesson from the ME3 debacle is to not hype up the game about a it having a wide variety of endings or claiming past decisions from previous games will come to fruitation, then doing nothing of the sort in the game itself, then never answering the fans about said false hype.

Modifié par Killer3000ad, 09 mars 2013 - 06:08 .


#354
Fredward

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Fast Jimmy wrote...

Besides that, I am not "whining" about the ME3 endings. Do you see me stomping my feet, crying out and gnashing my teeth?


Yes actually. This post is just full of it. =]

Fast Jimmy wrote...

Concern and worry are snynonyms, dude. Being concerned about something and having a responsibility about something are two VERY different things. Please read your own original words that I was responding to instead of being disinegnous.

Besides that, I am not "whining" about the ME3 endings. Do you see me stomping my feet, crying out and gnashing my teeth? Do you see me demanding that Bioware remake them? And give me a happy ending where I can fly off into the sunset with my LI of choice? Or be able to flip the Catalyst the bird, hop into a starfighter ship and blow up all the Reaper ships with my awesome flying and shooting, fist pumping while "Joker and the Thief" blasts on the speakers? No. You see me saying none of those things. 

My posts have broken down why the endings are poorly constructed and written. It points out flaws in the narrative, inconsistenices that don't add up. It also discusses the format of video game endings and why ME (especially the original endings) were terribly put together if they were attempting to foster a feeling of completion and finality for the players. 

Ambiguity in whether or not you have just sentenced an entire galaxy to death or not is not good. Ambiguity in if you just condemned everyone in existence to a life of robo-mind control for all eternity is not good. Ambiguity that your character wakes up and takes a breath in a place that is scientifically impossible for them to do so unless the entire last ten minutes sequence (which was very bizarre and surreal) was all a dream is NOT GOOD.

Couple that with the fact that no previous choice made in the entire game comes into play at all beyond a number to the endings and the fact that no questions are answered about the fate of your friends, your allies or even your enemies (even the original Destroy was a little nebulous about if the Reapers were truly dead - one could say they simply looked stunned) and you can see that the lack of closure abounded everywhere.

It wasn't a design choice not to tell the player everything. It was a design choice to not tell the player ANYTHING. Every detail was so generic and unexplained that it could result in a million different explanations. And, while that may work for a Ridely Scott film like Bladerunner, where it can add to the film if there is mystery if Deckard is a replicant or not, this is a video game, a game that engages the player with choices. We are not watching the story of Shepherd. We are DEFINING the story of Shepherd. Despite dev comments prior to release, the players were not co-authors of this series ending and we were given the same bespoked endings. 

No details, no closure. No closure, no catharsis. No catharsis, and people then begin to wonder what they were doing spending hundreds of hours playing a game series to begin with. That's NEVER the experience you want people to have when playing a game.

Is this everyone's experience? Of course not. But is it a very common, if not the majority's experience? Yes. Obviously so.

People can pretend the BSN is its own little micorcosm of haters of ME3, but anywhere you see the game talked about, the endings are mentioined. If not as a full-on negative, then as something that the person discussing them has to defend in some way. GI did an issue a few months back where ME3 won RPG of the year. The description of the award was nearly defensive and apologetic, as was the Editor's Note for that issue, which explained their voting process and detailing out that their votes are not bought from publishers, but are centered around debate and argument about games. This is a perfect example of the very obvious fact - the endings are good for some, neutral for others, but infuriatingly upsetting for a non-trivial group of people. So much so that everyone in the gaming community knows that bringing it up without starting a fight is like walking on eggshells.

That's not a good experience you want attached to your video game. And it is NOT because it isn't happy. It is because it is unclear and lacks any attempt to make you feel like your choices resulted in anything but the same exact thing everyone else got, except for the color of your explosions.

THAT'S what DA3 should pay attention to. Don't make your endings wide open to nothing but interpretation. Give an ending like DA:O, where there is so much variability and reflection of choice at the end, that the very next thing people want to do after beating your game is start it over so they can see how the endings play out differently based on their choices. Not make them want to throw their TV out of a window because they felt like they had just wasted huge chunks of their lives on a false promise of choice.


I am going to go ahead and assume you did play the EC and the Leviathan DLC. In the EC a lot of these horrible terrible ambiguity is "fixed". See that's the nice thing about Bioware, they're willing to fix the mistakes they make, not something a lot of developers are willing to do these days. Not that I really though that the original ending was a mistake but we're going with the idea that your subjective ranting has some validity. Furthermore if you did play both the EC and Leviathan I'm not really sure how you are still whining about unacceptable levels of ambiguity. The Reapers are just another rogue AI. Which was developed literally eons ago. By a race whose morality seems to have precious little in common with ours, is it then such a leap to believe their reasoning so alien to ours? And your continued argument that the only difference in the endings were "different colored explosions" is ludicrious. That's where the cinematics stopped, sure, but the EC brings the horrible terrible ambiguity-anxiety to a level on par with Origins. I know the next torrent of whining will involve the "THESE WERE DLC'S AND SHOULD HAVE BEEN INCLUDED IN THE BASE GAME!!!1111oneoneone" complaint but really that's an entirely different discussion. If you choose to continue lecturing Bioware a unfinished project that's your biz.

As for people decrying the ending because it was ambiguous rather than because there wasn't a puppies and rainbow option... This thread seems to be a good example of the opposite. You seem to be including the puppies-and-rainbows people under the ambiguity-is-bad group that has apparently at some point chosen you as their spokesperson. Must have missed that. Maybe add it to the list of self congratulatory links in your sig. ME3 has so far sold the best of the ME series (in the time frame it's been available) implying that the game is excellent, it wins GOTY awards because it is excellent not despite the ending. But anyway that's not the point I wanted to make, the point I wanted to make is that a non-trivial (I liked that turn of phrase, kinda impressive sounding while being TOTALLY ambiguous) amount of people picked up ME3 while having either not played any previous ME games or just ME1/2. You see where I am going with this yes? For a non-trivial group of people the ambiguity-anxiety would never have existed. Implying that a non-trivial amount of people whining about the ending are doing so for no other reason that there wasn't a puppies-and-rainbow option. Also implying that Bioware made a highly successful game without giving free handjobs for all the hardcore loreists.

If you wanna argue that it was unacceptable levels of ambiguity that causes the continued whining (though I honestly have trouble seeing how this could be AFTER the EC and Leviathan) then fine, we'll just have to disagree. But don't pretend that even the microcosm of the hardcore fans found on BSN and other gaming sites are united in what made the ending so horrible terrible.

#355
Lotion Soronarr

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Legatus Arianus wrote...

Lotion Soronnar wrote...

No. Ships can travel FTL without relays too...but it's FAR slower.
So everyone can get home, only it will take quite a while


Ah, The "Fuel" problem ... but don't worry, there is a technique to turn raw minerals/materials into the fuel just like in the ME2 galaxy map! What they need is to load lots of minerals into their ships. I hope they find enough rocks in the empty space to reach their destination. B)


I'm sorry, but it is canon that ships can travel from system to system without relays.

#356
Cimeas

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Yeah Bioware, come on, just give us a happy ending.

Trying to be all 'deep' and 'bittersweet' doesn't work in a game like it does in a film, because in a movie you're following something else's exploits. In game, if your character fails, YOU fail.

Just let me win with all my buddies at my side and I'll be happy.

#357
wright1978

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The lesson of ME3 is not to try to deliver your endings in the last 5 minutes via a comically bad plot device character. That way leads to a trainwreck of an ending.
Don't try and railroad the fate of the protaganist too.

#358
GodWood

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Farbautisonn wrote...
I hated the endings.

Its not so much that they were "tragic". Because they werent. They were inanely written and written so poorly infact that any 12 year old kid with the litterary experience of Doc Seuss should be able to see right through them.

You see, you begin by stating ME3's endings are poorly written (which they are just like the rest of the game)

Synthesis: Fasistoid violation of the free will of ever sentient being alive and imposing the will of the reapers, their definition of "final evolutionary stage" upon every organic. Every so often a dictator comes by and tries to create "Ubermensch"'s. This is no different.

Controll: Yeah. That worked out so well for TIM. Having spacehitler pander to my pride and goading me into believing I can controll the reapers, thats just too ****ing stupid.

Destroy. The only option that makes any ****ing sense, renegade or paragon, as you have devoted your entire existence to this purpose. Its what every sentient being expects of you, bringing them self determination and a future.

But then your criticisms of it are strictly emotional (and by **** spiritual).

Those are two completely different things.

Modifié par GodWood, 09 mars 2013 - 02:13 .


#359
Guest_krul2k_*

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i will state it again in case you missed it

DA can learn nothing from ME.......NOTHING

your opinions on ME endings would only be valid if the ME team, the exact same team, was also writing the Dragon Age games, but it isnt and the lead writer for DA has also stated in his own words about ending scenarios in his blog.

Please for the love of something keep your ME ending hate out the DA boards its bad enough constantly reading about it in there own forums without coming here an reading about it also.

For good or bad for better or worse the DA team is not the ME team so i will state it again

DA can learn NOTHING from ME

#360
Taritu

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A sad ending is NOT what was wrong with ME3's ending.

#361
hazarkazra

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It proves something they already got right in DA: Origin. People are okay with sacrificing their life IF its their decision to make. A heroic sacrifice is only meaningful if there was an easier (but quite shady if not morally wrong) way out. In ME3 the heroic sacrifice was your only way out, so it was hardly like Shepard showed great character by doing something in the end.

In my first play through I felt conflicted but in the right when I turned down Morrigan's offer and then stabbed the Arch-demon to make sure Allistair could rule as king. The only reason I didn't stuck with that playthrough because I couldn't import that save in Awakening without 'retconning' my character back into existence

#362
Herr Uhl

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hazarkazra wrote...

It proves something they already got right in DA: Origin. People are okay with sacrificing their life IF its their decision to make.


So if there was no dark ritual, DAO would be rubbish?

#363
Uccio

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No, but the end would be poorer.

#364
LTD

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Threads like these make me wonder if the infinitely massive super nova black hole of a nerd rage cloud orbitting ME3 is ultimately all about Shepard and/or some creepy alien LI dying. You know, instead of there actually being some genuinely bad and  poorly written ending to the game.

Modifié par LTD, 10 mars 2013 - 02:20 .


#365
InHumanTurtle

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As people have said, the problem with ME3 was not that it didn't have a happy ending, just that the way it tried to make its ending bittersweet or tragic was laughably bad (And I personally still think that even after EC) - It made the mistake of using a massive plot twist at the very end to change things up and make it feel dramatic. This could have actually worked if it was done better, but in the case of ME3 it turned it into a laughing stock that forces you to determine the fate of everything outside of all the choices you had made prior in hours upon hours of gametime. In something that spans so much time you can't really add in a twist at the end out of nowhere and then expect people to be fine with it, especially when it uses a cliche emotional attatchment method which is very poorly done, so it having a massive non-negotiable emotional impact on YOUR character was unnaceptable for many players, myself included.

The key I feel to DAI is Execution, it needs to have a great variety of ways in how the game ends, and do each of them extremely well in order to invoke emotional responses from players and leave them satisfied with the world and characters they have left behind after what could potentially have been hundreds of hours worth of gametime spent with them.

Should any one of these endings be truly happy however? Should there really be a "best" outcome? That I still disagree with, I think each of them should be able to appeal to different players as their ideal outcomes, not being objectively "Bad" or "Good" - like the debate about who should be the king of Orzammar, which many people have verying opinions on which one is right for them.

That was a great thing about Origins, it wasn't even tied to specific endings, it was more a conclusion of how you affected the world throughout the game, with what ultimately happens to your character being only a small part of it all.

Modifié par InHumanTurtle, 11 mars 2013 - 10:27 .


#366
Iakus

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InHumanTurtle wrote...

As people have said, the problem with ME3 was not that it didn't have a happy ending, just that the way it tried to make its ending bittersweet or tragic was laughably bad (And I personally still think that even after EC) - It made the mistake of using a massive plot twist at the very end to change things up and make it feel dramatic. This could have actually worked if it was done better, but in the case of ME3 it turned it into a laughing stock that forces you to determine the fate of everything outside of all the choices you had made prior in hours upon hours of gametime. In something that spans so much time you can't really add in a twist at the end out of nowhere and then expect people to be fine with it, especially when it uses a cliche emotional attatchment method which is very poorly done, so it having a massive non-negotiable emotional impact on YOUR character was unnaceptable for many players, myself included.

The key I feel to DAI is Execution, it needs to have a great variety of ways in how the game ends, and do each of them extremely well in order to invoke emotional responses from players and leave them satisfied with the world and characters they have left behind after what could potentially have been hundreds of hours worth of gametime spent with them.

Should any one of these endings be truly happy however? Should there really be a "best" outcome? That I still disagree with, I think each of them should be able to appeal to different players as their ideal outcomes, not being objectively "Bad" or "Good" - like the debate about who should be the king of Orzammar, which many people have verying opinions on which one is right for them.

That was a great thing about Origins, it wasn't even tied to specific endings, it was more a conclusion of how you affected the world throughout the game, with what ultimately happens to your character being only a small part of it all.


Agreed wholeheartedly.

#367
Aerial_ace901

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cindercatz wrote...

@OP
Yeah, I don't think that's it. I'm all for my character surviving (and preferably showing up later in the series with the LI and a whole new thing goin' on, like I wanna see with the last two), but if they don't survive, that's fine too, so long as the story truly benefits from it.

The lessons they should take from ME3 are that characters are all important and we generally want to know what happens at least in the short term after we finish the game, that the endgame plot must be clear and consistent, that the ending should remain consistent with the themes built up throughout the game and series, and that our choices throughout should be taken into account in a substantial way. That's it, really.




Agreed wth everything u said

InHumanTurtle wrote...

As people have said, the problem with ME3
was not that it didn't have a happy ending, just that the way it tried
to make its ending bittersweet or tragic was laughably bad (And I
personally still think that even after EC) - It made the mistake of
using a massive plot twist at the very end to change things up and make
it feel dramatic. This could have actually worked if it was done better,
but in the case of ME3 it turned it into a laughing stock that forces
you to determine the fate of everything outside of all the choices you
had made prior in hours upon hours of gametime. In something that spans
so much time you can't really add in a twist at the end out of nowhere
and then expect people to be fine with it, especially when it uses a
cliche emotional attatchment method which is very poorly done, so it
having a massive non-negotiable emotional impact on YOUR character was
unnaceptable for many players, myself included.

The key I feel to
DAI is Execution, it needs to have a great variety of ways in how the
game ends, and do each of them extremely well in order to invoke
emotional responses from players and leave them satisfied with the world
and characters they have left behind after what could potentially have
been hundreds of hours worth of gametime spent with them.

Should
any one of these endings be truly happy however? Should there really be
a "best" outcome? That I still disagree with, I think each of them
should be able to appeal to different players as their ideal outcomes,
not being objectively "Bad" or "Good" - like the debate about who should
be the king of Orzammar, which many people have verying opinions on
which one is right for them.

That was a great thing about
Origins, it wasn't even tied to specific endings, it was more a
conclusion of how you affected the world throughout the game, with what
ultimately happens to your character being only a small part of it all.


Modifié par Aerial_ace901, 11 mars 2013 - 10:52 .


#368
IanPolaris

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Herr Uhl wrote...

hazarkazra wrote...

It proves something they already got right in DA: Origin. People are okay with sacrificing their life IF its their decision to make.


So if there was no dark ritual, DAO would be rubbish?


The ending would be weaker (as was already stated) but it would be fine.  You can STILL avoid dying even without the Dark Ritual in DAO.  You simply have to sacrifice Alistair/Loghain instead.

This is one reason why the DAO ending was so powerful.  You could choose to sacrifice or you could do something selfish and/or shady instead, and it wasn't clear which was better.

-Polaris

#369
Wolven_Essence

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Daralii wrote...

... Or people will throw a tantrum that will blot out the sun.


People like you will just never get it.....

#370
Gamer790

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I would say that the main lesson (one of them anyway) is the importance of consistency in both themes and the rules of your setting.  To put it more simply, don' t try to force your story into being something its not.

Modifié par Gamer790, 12 mars 2013 - 03:05 .


#371
Heimdall

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Gamer790 wrote...

I would say that the main lesson (one of them anyway) is the importance of consistency in both themes and the rules of your setting.  To put it more simply, don' t try to force your story into being something its not.

You've got it right.  I wasn't even terribly bothered by the endings, but even I felt the disconnect.  From the moment the Catalyst stepped on camera, it felt as if the entire sequence had been developed in a vacuum from the rest of the game

#372
Foolsfolly

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Lord Aesir wrote...

Gamer790 wrote...

I would say that the main lesson (one of them anyway) is the importance of consistency in both themes and the rules of your setting.  To put it more simply, don' t try to force your story into being something its not.

You've got it right.  I wasn't even terribly bothered by the endings, but even I felt the disconnect.  From the moment the Catalyst stepped on camera, it felt as if the entire sequence had been developed in a vacuum from the rest of the game


Scuttlebutt says that's exactly what happened. A reddit post that many believed was Patrick Weekes was all about how Casey and Mac wrote the ending all by themselves without peer review or collaberation with the other writers. He went on to speak how he'd have the ending reflect choices and touch on the mythologies of the series. Like if you had krogan support then there'd be a scene where Shepard's pinned down by reaperized rachni and then a krogan fireteam will crush them and pull your boots out of the fire.

Was it really Patrick Weekes' post? Who knows. But the idea that two guys in a room did the whole ending without the other writers is instantly believable compared to the rest of the game's writing.

#373
daaaav

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 I believe that Bioware can learn the following in dot point form:
  • Story board the WHOLE story before you've finished most of the game
  • In a RPG where choice is your defining story mechanic, find a better way to engage these choices with your finale than a single scalar parameter (war assets...)
  • Have the finale be a true culmination of the preceeding material rather than a discrete stand alone event (activating the crucible) where the "choices" have no relation to the past choices.
  • Keep the story focused on characters. I believe that Bioware understands this with the EC and the Citadel DLC
Thats all

#374
kheldorin

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Yeah, I think the Citadel DLC showed that if you have a feel good story no one would be picking holes and overly analyzing and criticizing the story. If the Citadel DLC were to be put under the microscope like the ending was, it'd have even more plot holes and inconsistencies.

Modifié par kheldorin, 12 mars 2013 - 08:15 .


#375
daaaav

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kheldorin wrote...

Yeah, I think the Citadel DLC showed that if you have a feel good story no one would be picking holes and overly analyzing and criticizing the story. If the Citadel DLC were to be put under the microscope like the ending was, it'd have even more plot holes and inconsistencies.


I think the reaction actually had very little to do with logical inconsistencies but rather, how the endings made people feel. Is this not to be expected? It's not as though we have spent the entire trillogy reading mathematical theorems.