Depends on what you mean by terminate. It wasn't exactly a secret that Shepard's story was going to end: they told us that, repeatedly, before release. Killing Shepard in most of the endings is well within that long-intended goal.SpamBot2000 wrote...
The "design choice" of the ending device practically screams deadline desperation and "Screw this thing, let's just terminate it." I'd imagine they wouldn't have gone for such an obvious lift off a recent, popular game if not under huge pressure to come up with something right then and there.
At the same time, none of the endings end the franchise and prevent a continuation. Synthesis would lose the most if you got rid of its deliberate ambiguity, but once you disregard that you have a pretty straight shot at whatever you want, since everything that happens post-Synthesis can be rationalized by, well, the post-Synthesis effects on the setting. Control is middling, but still very much doable: the Mass Effect universe could easily create games and stories under the auspice of the Shepardlyst, especially on ideas of either resistance to the Shepard or attempts to replace the Shepard with someone else taking control, and could easily be written in such a way to explain why conflict continues. Destroy is by far the easiest to continue forward: a simple time skip as the galaxy rebuilds and relays are remade. The Geth are dead, true, but that's a personal objection and not a narrative impass.
You could certainly say the ME3 ending prevents a continuation that covers all the choices simultaneously... but then, the franchise doesn't need to do that to continue forward. It doesn't need Shepard either. Past that, what kills the franchise?





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