AlanC9 wrote...
So you want Bio to have spent more money, but you're not sure on what? .
What if had they spent it on, say, an expanded Refuse? Watch the heroic deaths of each and every squadmate, and finish with the destruction of the Normandy!
Wait, you think that unless I can offer a script for a good ending, they shouldn't lift a finger?
I am totally sure about what I would have wanted, Alan. What I would have wanted was a good ending for Shepard. Based on who Shepard ws and what Shepard did, that would mean
fighting and
winning. Those two components right there are key.
Shepard fights--that's what these games are about. Sometimes Shepard shoots people, other times he argues. There are plenty of ways for Shepard to fight, but one way or another it always comes down to a fight. The last encounter--the resolution of the entire trilogy--should not come down to listening to some nonsensical exposition and then staggering off to accept Shepard's fate, like livestock to the slaughter.
Shepard wins--what Shepard is trying to achieve is always possible. It might take a lot of effort to achieve a complete victory, but it is at least possible. In the case of a paragon, Shepard is fighting to protect Earth, humanity, his crew, and the sentient races of this 50k year cycle. The paragon Shepard has always shown a willingness to die to achieve this, so even if he makes the ultimate sacrifice it is still a "win" as long as he protects the ones he's fighting for. Renegade Shepard obviously has different goals. It should be possible, if you have a high enough EMS and you make the right choices, to have a complete victory as either a paragon or renegade. To use paragon again as an example, destroy fails because Shepard cannot protect EDI or the Geth. Control fails because a paragon has explicitly ruled out controling the reapers as an acceptable path. Synthesis fails because your indoctrinating/husking every living thing in the galaxy while tampering with the code of every computer (and also because it is incredibly stupid.) It is a no-win situation, which is not a satisfactory end to Shepard's story. Shepard has to win in the end.
If Shepard dies, it should be a choice and it should have some meaning. A good example is the Ultimate Sacrifice ending to Dragon Age: Origins. Before the last set of encounters, the player is informed about the rules of killing an archdemon and made aware that it wipes out a Grey Warden's soul to permanently kill the thing. You're also given a way out, in the dark ritual. The Warden can perform the ritual, can make the ultimate sacrifice, or can let someone else ("Hey, Logain...") do it. The player is given control, in the form of the information needed to make the choice and the power to choose what the player wishes. The choice is much more personal, since any choice you make effect primarily the Warden. The blight is ended and Ferelden saved regrdless. Still, it feels like that choice is more significant and more empowering that the RBG ending in ME3.
Shepard dies in ME3 for no reason other that "because I said so." Space magic could just as easily scanned his brain for blue, read whatever the hell the green lazer used, or triggered a red boom without requiring Shepard's death--there is no exposition describing why any of these functions requires disintegrating Shepard (or blowing him up.) Similarly, in high EMS Shepard lives for no reason whatsoever. It's just... there. You didn't do anything to make it happen, you don't have a sense of earning Shepard's survival. Mordin had an awesome death in a paragon game--he died for something he believed in, and in the end, with his death, he
won. Shepard just died, because reasons. Lots of speculation, etc.
Yeah, Alan. I'm 100% sure of what I would have wanted in a director's cut. I would have wanted an end to the trilogy that didn't suck.