78stonewobble wrote...
I kinda sorta accept the War asset / EMS system as I can't see any other way to have done it.
Other than crafting a story that depends on certain decisions to have been made "correctly".
Ie. kill off the arachnids? Loose the game ... or Thessia... because they would have been needed to beat the reapers overall or on that planet...
While interesting, I think it would also have garnered alot of anger from people with savegames.
Personally I loved to read about every single war asset I collected, but I can see how that would not seem enough for everyone.
The chance to see the war assets in action I think would have mitigated this somewhat.
The whole overhearing conversations was a bit laughable as well, but it's a minor thing here.
I think the main problem is those anonymously and simply gathered assets.... They should have been built into real gameplay as smaller side missions, but then again I might not have liked developer ressources going to that instead of ie. the good missions we do have. 
See here is the crux of the issue with assets and EMS. I firmly believe they could have created a system where there were "correct" choices. I'd consider them correct if in total character with the Shepard you were playing and the offsets could have worked based upon that personality as well and not arbitrary numbers given to things that should not have needed to be found. Really, the galaxy is on fire, did Shepard need to tell ANYONE that it was?
Here's how I figured offsets could work in a nutshell. Say a renegade just likes to hurry through things without thinking of the consequences (just like in ME2 where you get the choice to push the guy out of the window). This could negatively impact things that required consideration or deep thinking, but could positively impact something that required swift action. It's just that each such decision would also lead then to a different outcome in some way. Maybe it means that some things didn't get done that needed to be done. Sort of like in ME2 where on the suicide mission it's possible to lose a lot of the crew if you take too long to get to them on the Collector Base.
The whole problem here is that BW decided that nothing should be canon--this freaking statement makes me want to throw up since they did make many things canon. The endings of ME1 and ME2 are full on canon because they have to be. Liara is your friend or stalker or lover, no matter what because that's canon. They could have made certain decisions create different scenarios and a story so that it was your actions and decisions that led to the endings and not a bunch of random numbers. This in my mind could have led to things feeling more like they naturally happen. Endings would evolve from this--Shepard could live and watch as everything s/he loves is destroyed because of something that was not done. Or Shepard could die, the reapers could be destroyed, and everyone could live and end up mourning him/her--without the reapers existing as co-dependents such as in control and synthesis. But BW decided to funnel everyone into the same endings no matter what. You don't even have to play much of ME3, nor do you have to play ME1 or 2 to get the same endings someone who played it all got. To me, that makes it pretty much senseless as they have it.
I firmly believe it would have been much better to see or use the assets at least, but also to make certain successes or failures dependent upon the decisions and actions involved. That's not saying that a renegade action would always be wrong and a paragon always be right-it's just saying that outcomes should have been more related to what you did or didn't do, not ridiculous fetch quests.