Aller au contenu

Photo

The ending and my take on where fanbase made mistake


  • Veuillez vous connecter pour répondre
648 réponses à ce sujet

#251
dani1138

dani1138
  • Members
  • 97 messages

drayfish wrote...

If I can risk paraphrasing for Archongs, I believe the point was that a Renegade player might well already subscribe to such tactics in order to secure what you call 'the greater good'.  A Paragon need not so swiftly (and happily) compromise the lives and rights of others because it is more expedient.  Calling someone 'weak' because they have faith in others, and do not subscribe to such relativism, is a disappointingly reductive act.


Yep. I don't find it a coincidence at all that my Renegade Shep has no problem sailing through the game and shooting the tube without a moment's hesitation, whereas I always start losing interest in continuing my Paragon playthroughs right around... oh, let's see... Priority: Earth.

I do understand that some people truly love the element of dilemma that the Crucible choice gives them, and I'm honestly glad for them that they got something out of this that they can love, but I personally can't stomach being railroaded into this kind of Catch-22. If that was the way it was always going to play out, then Bioware might as well have marketed the game as a kind of "Spec Ops: The Line in space" from the beginning. At least then we would have known what we were getting ourselves into, instead of having the rug pulled out from under us in the last 10 minutes.

#252
Iakus

Iakus
  • Members
  • 30 345 messages

ScriptBabe wrote...

I played as pretty much paragon with just a touch of renegade, so I assumed my Shepard was an emotional and psychological wreck after it was all over. That's certainly what I explored when I decided I had to write an ending I could tolerate. :)


I play my Shepards mostly paragon too.  And yeah, my thought after the ending  was "Even if Shepard did survive that somehow, he wouldn't want to live anymore after what he'd done"  Definitely not a way to wrap up a heroic  trilogy.


Thus why I uninstalled the entire trilogy until MEHEM came around.

#253
Iakus

Iakus
  • Members
  • 30 345 messages

AlanC9 wrote...


So a Paragon is not willing to kill millions to save billions?

Either your Shep was just mouthing platitudes there or she really believed what she was saying. If she really believed what she was saying, there's Refuse. If she was just mouthing platitudes, then the ME universe is calling her on her b.s.

3DandBeyond reminded me that there's a similar situation with the VS during the coup if you can't make the dialogue check. In a Normandy convo Shepard even gets to say she wouldn't have been able to pull the trigger. The difference is that during the coup one of the squadmates will bail Shepard out if she's too weak to do what must be done.


I didn't buy three games just so I can play "Sophie's Choice, the RPG" at the very end.

And FYI, I didn't treat the VS like garbage, and so never had to make a check at all.

Modifié par iakus, 27 mars 2013 - 04:38 .


#254
ZLurps

ZLurps
  • Members
  • 2 110 messages

ScriptBabe wrote...

chemiclord wrote...

When you plan a trilogy, and your second part does absolutely NOTHING to advance the core plot, you're REALLY screwed over trying to wrap things up. As much as it is loved by the fans for the characters it introduced... ME2 was really a major part of the problem.


Having just finished a replay of game one, and then game two, I can't argue with that.  The first time I played ME2 the Collectors were so creepy and I really did enjoy Miranda, Thane, Zaeed, etc. that I didn't spend a lot of time analyzing the plot.  But on the replay it felt almost dull, a bit at arms length.  My analysis was that the lack of a personalized villain was a problem, but  in addition it really doesn't start to bend the plot back toward the conclusion, does it?

Interesting insight.  Thank you.


Mac Walters said in some interview that he had hard time with coming up with story for ME2 and then came up with "It's the characters stupid!". Then later, bit before ME3 releasehe said in other interview "What the hell we were thinking!" regarding how much work it turned out to be to have all the possible variables from ME2 work in ME3. Not only who lived and who died on Suicide Mission, but if paragon / renegade choise was used in conversations etc.


There are couple of other things that aren't disussed that often but in my opinion are worth a mention.

When Karpyshyn and L'Etoile worked on ME1, they had very different opinions about what kind of place it would be. Karpyshyn view of the future was very idealistic, I think a bit like Trek and some older sci-fi works. L'Etoile's view of the future was opposite to Karpyshyn's. His view was dystopian world with huge class distinction, corruption and racism.

I don't know how they worked it out, but we know the result. ME1 established the universe very well, from very the exotic Citadel to Noveria where we are in middle of cyper punkish setting, to Zhu's hope where among other things we get to see a bit life of colonists and on top of that we encounter barracs and equipment and some data logs which gives us picture of how everyday Jane and Joe are trying to make their living.

If ME1 had classic sci-fi feeling (with it's fantastic art direction, musical score with few other things that expanded the borders of world building in games at that time) ME2 went to more "cyber punkish" direction, especially with Omega and Illum, even though ME2 Citadel is also much darker place than in ME1. We also get to visit locations like ruins of ruins of old Quarian colony and Quarian fleet, places players wanted so see after only hearing them in ME1, etc.
All this world building contributes to player experience a lot, to the point where it's even another mask to how detached the main enemy, the Collectors are from players. There is just so much more to experience in universe.

IMO, everything worked pretty well to the Collector Cruiser mission. I considered back then it like sort of writing on the wall. We get the big revelation, Collectors were Protheans, but somehow, not only me, but I remember also other people writing back then, that somehow that big revelation felt after all, insignificant.

I think part of the problem was that what there was for player to work with, was distorted over several medias. Collectors were first introduces as something very mysterious, alien and twisted in the novel ME:Ascension (Karpyshyn) and then more of how they operated in galaxy was revealed in comic, don't recall the title but it was written by Walters. In actual game, they were left too distant. I wonder if adding Harbinger taunts to player in battle sequences was done partially because producers felt that there is perhaps something missing.

I think perhaps many players experienced there was sort of void. Collectors were supposed to be the main enemy, but because players weren't able to connect with them, they IMO naturally, took Harbinger as main antagonist, or it stole that role. I think lot of people excepted show off with Harbinger to happen in ME3 because of that.


There are couple of odd things regarding Collector and Reaper plot in ME2.

Writers were wrote more content to Collectors but it was cut, there are however few oddities, like Oculi codex entry remaining in ME2 disc. Oculi was supposed to be operated by Collector engineered to that purpose. Don't recall if there were much more to it.

Then, Derelict Reaper mission was supposed to end differently. Players were supposed to get to have a conversation with it and learn it's name and story. The whole writing team was unanimous that it should be in game, but someone who was "way above their pay grade" overruled them so it was cut. I guess perhaps one point, a possibility, where to continue Reaper plot in ME3 was lost in the process.

I can understand if standing on a brake might have felt safe choice when BW was working with ME2. Then, ME3... Cerberus fanbase may appear huge but BW knew the production schedule, yet their focus wasn't on Reapers and end game. I really don't know what to think.

#255
drayfish

drayfish
  • Members
  • 1 211 messages

dani1138 wrote...

Yep. I don't find it a coincidence at all that my Renegade Shep has no problem sailing through the game and shooting the tube without a moment's hesitation, whereas I always start losing interest in continuing my Paragon playthroughs right around... oh, let's see... Priority: Earth.

I do understand that some people truly love the element of dilemma that the Crucible choice gives them, and I'm honestly glad for them that they got something out of this that they can love, but I personally can't stomach being railroaded into this kind of Catch-22. If that was the way it was always going to play out, then Bioware might as well have marketed the game as a kind of "Spec Ops: The Line in space" from the beginning. At least then we would have known what we were getting ourselves into, instead of having the rug pulled out from under us in the last 10 minutes.

Nice reference.  I completely agree.

And Spec Ops: The Line is quite a revealing contrast to draw, because at least in that game (which did not even parade itself to be a game about choice) the player is given a number of options at the end to reflect their personal response to the events depicted: want to go out in a blaze of complete anti-glory; want to surrender and accept what you've done; want to fight on chaotically?   You can actually choose, depending upon your interpretation of the character's experience.

The game structures itself to explore the player's own response to the actions depicted (both in narrative, and metatextually in the action of actually playing a shooter), and allows a moment of decisive reflection to play this reaction out.

In contrast, Mass Effect tried to be an ending that would test its player's reaction too, but (to me anyway) it missed this aim utterly by turning the whole decision making process into a tripartite atrocity machine.

Rather than asking how much you are willing to sacrifice for victory (because every ending resulted in a ludicrously happy-happy win state no matter what), it turns into which hate crime do you like better?  A pretty severe, and disturbing shift in theme and tone that actually devalues the very actions it witlessly applauds, and desensitises the player against the horrors they have just been headlocked into employing.

#256
dani1138

dani1138
  • Members
  • 97 messages

drayfish wrote...

Nice reference.  I completely agree.

And Spec Ops: The Line is quite a revealing contrast to draw, because at least in that game (which did not even parade itself to be a game about choice) the player is given a number of options at the end to reflect their personal response to the events depicted: want to go out in a blaze of complete anti-glory; want to surrender and accept what you've done; want to fight on chaotically?   You can actually choose, depending upon your interpretation of the character's experience.

The game structures itself to explore the player's own response to the actions depicted (both in narrative, and metatextually in the action of actually playing a shooter), and allows a moment of decisive reflection to play this reaction out.


Spec Ops blew my mind. I didn't enjoy playing it at all, but I'm so glad I did. One day I'll load it up again... When my stomach is fully settled. "Do you feel like a hero yet?" indeed.

Rather than asking how much you are willing to sacrifice for victory (because every ending resulted in a ludicrously happy-happy win state no matter what), it turns into which hate crime do you like better?  A pretty severe, and disturbing shift in theme and tone that actually devalues the very actions it witlessly applauds, and desensitises the player against the horrors they have just been headlocked into employing.


In the original ending I really couldn't figure out, post-crucible-blast, exactly what the game was expecting me to feel. The EC adds an extra layer of congnitive dissonance by nigh-on insisting that every ending choice was just the perfect choice to make, and look, isn't everyone so happy now?

You're absolutely correct about the bizzare disconnect between the choice and the result. It feels like any downsides are only featured in the epilogue by a very thin thread of implication. By contrast, Dragon Age: Origins had absolutely no problem about letting me feel terrible for turning Alistair into a wandering drunk, and I appreciate it all the more that that factor.

Modifié par dani1138, 29 mars 2013 - 02:48 .


#257
David7204

David7204
  • Members
  • 15 187 messages
If a story claims to be about heroism, it needs to be about heroism. NOT sacrifice. Heroism.

That's really the end of it. If you want to tell a story about human weakness, or about how all heroes are stupid or fake or something, or about how you, the player, is such a bad person, fine, whatever. But don't pretend your story is about heroism if it isn't.

Modifié par David7204, 29 mars 2013 - 02:54 .


#258
IntelligentME3Fanboy

IntelligentME3Fanboy
  • Members
  • 1 983 messages
RPGs have no place in today's industry.Look how many customers ME3 brought in

#259
David7204

David7204
  • Members
  • 15 187 messages
That is really stupid logic.

#260
Alien Number Six

Alien Number Six
  • Members
  • 1 900 messages
To be honest the mistakes where not made by the fanbase. They where made by the writers who assumed their fans where smarter then they actually where.

#261
drayfish

drayfish
  • Members
  • 1 211 messages

Alien Number Six wrote...

To be honest the mistakes where not made by the fanbase. They where made by the writers who assumed their fans where smarter then they actually where.

A message of self-satisfied insult about how others are less intelligent than you is probably not a great time to repeatedly misspell a word.

Also, I can't remember anyone crying out 'Argh!  My petty mind just doesn't understand what's happening!'

From my experience people understood everything fine.  They just thought it was asinine.

#262
dani1138

dani1138
  • Members
  • 97 messages
I'm pretty sure "they just don't understand my genius!" is the rallying cry of unpublished, unrecognised artistes the world over, and those that want to go on being unpublished and unrecogised should just keep doing what they're doing. Maybe if they got off their high horses once in a while, they'd realise the average uncultured pleb is more perceptive than they thought.

#263
David7204

David7204
  • Members
  • 15 187 messages
From what I've seen on the BSN, there doesn't seem to be a clear consensus at all as to why the Catalyst offered Shepard the options in the first place.

#264
galland

galland
  • Members
  • 107 messages

drayfish wrote...

Alien Number Six wrote...

To be honest the mistakes where not made by the fanbase. They where made by the writers who assumed their fans where smarter then they actually where.

A message of self-satisfied insult about how others are less intelligent than you is probably not a great time to repeatedly misspell a word.

Also, I can't remember anyone crying out 'Argh!  My petty mind just doesn't understand what's happening!'

From my experience people understood everything fine.  They just thought it was asinine.

Bravo Drayfish! I nearly spilled my drink!Image IPB

#265
dani1138

dani1138
  • Members
  • 97 messages

David7204 wrote...

From what I've seen on the BSN, there
doesn't seem to be a clear consensus at all as to why the Catalyst
offered Shepard the options in the first place.


Not due to lack of understanding, due to lack of details. Everything is so vague and open to interpretation that the ending can mean anything for anyone. The Catalyst turns out to be the prime mover of the story, but is introduced suddenly, without fanfare, and throws these options at the player without context - even with the expanded dialogue of the EC. Consider that we can't even say for sure whether the options are part of the Crucible or the Citadel - the game is silent on that one, leading people to post elaborate screencap montages and diagrams to try and determine just what the heck is going on. We couldn't even begin to move on and analyse why the Catalyst offered those choices without even understanding precisely where these choices came from in the first place.

Without the most basic foundation to rest these ideas upon, this floundering mess is what you end up with. People understand the parts of the ending that are possible to be objectively understood just fine. The problem is that too much of the ending simply isn't well grounded enough in established information for us all to approach the topic on a level playing field. It's hard to form a consensus on what something looks like when the subject is being so deliberately obscured.

Modifié par dani1138, 29 mars 2013 - 12:20 .


#266
David7204

David7204
  • Members
  • 15 187 messages
I'm assuming by 'the Catalyst' you mean the Reaper motive and the three options. Not the actual character. Because the character is not introduced without context at all.

The game isn't silent on that at all. The Catalyst says point blank that The Crucible is just a power source. And he has no reason to lie about that.

However, yes, there's no getting around that the ending is poorly explained.

Modifié par David7204, 29 mars 2013 - 12:25 .


#267
essarr71

essarr71
  • Members
  • 1 890 messages

David7204 wrote...

However, yes, there's no getting around that the ending is poorly explained.


Sure there is. You call it 'art'.  

#268
David7204

David7204
  • Members
  • 15 187 messages
The developers have never used 'art' as a defense, and hearing that becomes incredibly tedious.

#269
milkytoast

milkytoast
  • Members
  • 60 messages
Honestly with the 3 choices in the end it would be hard to continue the mass effect universe, ether everyone is synthetic-organic, Shepard is now the galactic police, all synthetics are dead including all Geth, or the reapers are still reaping. They ether have to pick one and say that it is cannon or make huge divergent plot lines.

#270
Archonsg

Archonsg
  • Members
  • 3 560 messages
Artistic license, artistic vision, or better put, creative license / vision.

Bottom line, Bioware is saying "It may be crap, but it is our creative crap. Don't like it, don't buy."

Except that because its a game, you have already bought it.


ps: edit due to posting sent before I was done.

Modifié par Archonsg, 29 mars 2013 - 03:36 .


#271
In Exile

In Exile
  • Members
  • 28 738 messages

ScriptBabe wrote...

Yes, RedBeardJim. A new element -- like a new antagonist that had never even been hinted at before the final ten minutes. :)


Or a conflict the player thought that they resolved, which (IMO), is even worse. The organic/inorganic plotline was a theme in ME1 - and you could see it in several sidequests, where AI did seem to be anathema to organic life (and the reapers were ostensibly AI). Especially if that conflict was actually a consequence of what the main antagonists did - no just in the game, but the lore. 

But ME2, with the way it constructed the Geth/Quarian dichotomy further and especially with the "peace" ending in ME3, made the plotline seem nonsensical. 

#272
AlexMBrennan

AlexMBrennan
  • Members
  • 7 002 messages

More positive and would have maybe lead to a better give and take.

I did not make Bioware developers lie about the Rachni involvement the week before the game was released. I did not make Bioware include cut content in promotional videos. I did not make Bioware create three identical palette swapped ending cinematic...

But somehow I am suddenly to blame for Bioware doing all of the above? Being positive is all very well, but things change if you have already paid for the product - the deal is a complete game for full price at launch. If they can't get that done then, well, too bad for them - but I am not going to support their incompetence any more than I'd be willing to pay for a burger without the meat because they can't manage their supply chain.

#273
In Exile

In Exile
  • Members
  • 28 738 messages

CosmicGnosis wrote...
When you strip away all of Cerberus' immoral experiments and all the racism, you are left with a philosophy which encourages the exploration of new frontiers. We should embrace new technology. We should investigate that which we do not understand. We should dispel Lovecraft's fears. We should venture into the unknown. We should illuminate the dark places.


But that's not what the ending says. 

It says that we have no choice but to embrance new technology, because it comes at gunpoint. That genocide (and oppression) are justified if they are in the greater good. That refusing to participate in something inhuman is meaningless - because it leads to the death of everything you love and (enforced via twitter) eventually culminates in the perverse outcome you wanted to prevent in the first place. Not to mention actually venerating the violation of personal integrity for everyone. 

The problem is that these ideas were not presented effectively. The writers did not justify the Control and Synthesis options. Destroy is the only viable choice for many people, and that's a real shame. It doesn't help that each choice seems to validate certain unpleasant perspectives.


And Destroy (like the entire justification created for the reapers) is what makes all of the endings - and the game itself - have the message: genocide is justified. 

#274
In Exile

In Exile
  • Members
  • 28 738 messages

David7204 wrote...

If a story claims to be about heroism, it needs to be about heroism. NOT sacrifice. Heroism.

That's really the end of it. If you want to tell a story about human weakness, or about how all heroes are stupid or fake or something, or about how you, the player, is such a bad person, fine, whatever. But don't pretend your story is about heroism if it isn't.


Funny enoufh I think Bioshock: Infinite pulls this off well, the ending crazyness notwithstnding.

#275
mtmercydave09

mtmercydave09
  • Members
  • 491 messages

Alien Number Six wrote...

To be honest the mistakes where not made by the fanbase. They where made by the writers who assumed their fans where smarter then they actually where.


From what I've understood and see is that everyone was smart enough to know what was happening.  They were also smart enough to not like what was happening.

Therefore, don't blame the fans or their intelligence level.  Blame the writers.