the more i play it the more i like, my problems with ME3 were never the choices, it was the way it was contrived.
Me3 didn't flow like the rest of the games, the ending i was like HOW TE **** DID THE ILLUSIVE MAN GET THERE?
what the ****, what is this hologram ****?
but never the endings, for me it was your classical tale, something i bitched but for years on the old forums about rainbows and sunshine everywhere, like that stupid rachni queen!
for me the game headed where it should with ME2 presenting more of a darker path. even paragons got shown the underbelly.
ME3 as i said suffers from flow problems and stupid villains. but rather then kill it the endings save it.
classical literature show us the true meaning what hero's are, I'm glad bioware didn't offer the disney route. after coping out for so long and removing the actual hard choices by rewarding every single paragon option they finally showed a spine. if theres no negative consequence if every option is easy "save everybody" then theres no option! theres no choice, if you can save everyone why wouldn't you?
the game finally came back around to what we were promised with the original trailer, no cop out out rainbows and bunnies. time to nut up and be an adult. you want to be there hero you have to sacrifice and for saving the galaxy it requires a huge sacrifice, thats what i loved most about the the EC they could of bitched out and gave you a disney option removed any shred of morality issues the game presented where everything was honky dory.
Instead they said if you aren't prepared to sacrifice you lose. it re-enforces the great morality tales from the past their impact on us all the hero doesn't get to live doesn't get a happy ending except on very rare occasions and even then its requires monumental sacrifice the hero has to be prepared to die but lives anyway.
Disney ruined what morality tales were about, if theres a choice that always ends well its never a choice at all.
I find this interesting, as despite making partially the same diagnosis about the ending that you do, I reach to precisely the opposite conclusion.
Now it is true that the series allows the player to decide if they want to take a pragmatic, “hard,” option, often morally grey… or take the moral high ground and be rewarded by it.
Some may think this is a bad thing, but personally, I don’t think that was a flaw, or a mistake; quite the contrary. Imo, the choices were there to allow us to choose the kind of story we wanted; not to provide equally difficult choices to choose from, or to figure what choice is right and what is wrong. Instead we got options to craft our story:
The player wanted to make her story about morally grey decisions? Wants pragmatism? Or the occasional “hard” decision?
Bioware allowed that, plus provided reasons why the character would choose such instead of going for a morally comfortable option.
The player wanted to make a story more about a “paladin-like” hero and reward virtue with success? Bioware allowed that also.
Imo, the choices were there to allow us to choose the kind of story we wanted. They were not created just for the pleasure of those that like a darker story, or just for those who want a brighter story, but rather for both groups and everyone in between. Would the game sell as much otherwise?
But then, at the very end, Bioware changed the rules; now we had three morally grey options, and, of course, that may very well fit the story and play style of those that liked such approach in the first place.
Unfortunately, it also denied those that preferred the opposite approach a reasonable conclusion for their story. Because, let’s face it, if for Shepard the main goal was simple enough, (to beat the reapers), for the player that is just a necessary but not sufficient condition:
What mattered was how she achieved that goal. If a player was enjoying a tale about an “bigger than life hero,” that never gives up and never compromised her morals, (hey, not everyone likes the same kind of thing, after all), and the story allowed and supported that player to do so through nearly all 3 games, plus DLCs, you can bet that player created quite reasonable expectations to complete the story under those terms. That is why changing the rules at the last minute is, imo, a really, really bad idea.
Interestingly, Bioware writer Mac Walters said that:
“The ending should reflect the way the player chose to play the game."
"By this point in the story, the game should have had a plethora of player choices to help ensure that the final chapter reflects the decisions made by the player. If the game refuses to acknowledge any of these choices, it takes away from a player’s sense of agency."
"Their control over the world feels diminished. This is true for all stages of a game, but it can be felt even more intensely in the final moments.”
Walters also values the idea that if a story offers choice as part of its overall make-up, its ending should also do so right down to the final moments: “Players want to be able to end their individual experiences in their own way."
"Obviously, every option isn’t available, but if we tried, most of us could come with at least one or two plausible and exciting versions to the ends of their favourite movies.”
Lastly, he believes that it’s about satisfaction with what’s actually happening to the characters in the dying throes of the experience: “It’s important that players feel as though the time and effort they spent ‘beating’ the game is recognised."
"While a high score can achieve this well enough, more sophisticated, narrative-based games need to have rewards and benefits tied to the narrative. A simple acknowledgement by an important character can suffice, or the game itself can chronicle the deeds of the main character.”
You can read the rest here:
http://www.nowgamer....me_endings.html
And I agree. A pity ME3 didn't manage to do this for a substantial part of the audience.