dreamgazer wrote...
Kel Riever wrote...
And to add, just like I don't need people to die to make me feel emotion and pull at heart strings, neither do I need sacrifice. Sacrifice, nor death, nor any trope makes the ending decent. What makes it decent is the skill of the person making it, and whether they have the ability to apply their craft or not.
Agreed, but that's not an easy thing to do in every piece of fiction, and the Reapers are a variable that make it very difficult to do so while staying even remotely in the realm of suspending disbelief.
I think we are not really so much disagreeing, as kind of trying to point out what actually does make a good story (or in this case, a good video game) which is certainly a worthwhile topic. Sacrifice, in this case, I meant as death. Of course there are many different kinds of sacrifice, and I think my version of what you are saying goes like this:
In any drama, there are troughs and peaks. At least emotional ones. And the reader/player has to 'buy' them, at least accept the terms by which they are set. That's how the reader/player becomes engaged. So, your trough can be anything. It could be a death. It could be a sacrifice. It could be another kind of loss, etc. etc. The more convincing your trough, the greater chance you have of making an impat on the reader/player at the point of resolution...generally called a 'climax' right? But I hesitate to use that word because it is generally associated with a positive resolution.
So I think I can agree on these points: Sacrifice can be a convincing trough. A 'conventional victory' could have been a convincing resolution. Neither will succeed without engaging the player in ME3. So, that is the failure to me, of ME3 more so than whether the resolution needed to come off a sacrifice or needed to include conventional victory.
The only further point I want to make is to engage your player in ME3 you needed to be logical. Also, given the primary (at least as far as I can tell) benefit of playing the ME series is making your own choices and discovering the outcomes, ME3 should have had choices worth making. BUT, barring that, assuming maximum autodialogue, you STILL could have had an ending of impact if the choice (or lack thereof in this case) made sense, was convincing and engaged the player
~FIN!~ At least that's my point. I will now step off the mat.