This is always a strange topic for me to discuss. But let me start by saying that the above quote from Mac Walters, taken from NowGamer* surprises me, to say the least. Everything Mac Walters expresses there is what I felt the game failed to do, when it came to respecting diversity among the playerbase.
I was very disappointed when the game came out, hate is too strong a word, but I definately was left with a sense of disbelief that they could ship something in that state. ME3 was a game of issues, the textures and general level of polish were way below that of previous games, for example. A telltale sign of BioWare working frantically to beat the clock even in spite of pushing back the launch day by three months.
I've always held the belief that it's not just the content, but the way it's presented that caused the backlash. I personally found the content to be of incredibly poor quality, it was contrived, nonsensical and directly contradicted so much of what had come before in the series, both literally and thematically. A good example is them equating choosing Destroy to wanting to/needing to eliminate all synthetics. In ME2, Legion specifically mentions that the Geth rejected using the Reapers' technology because it lessened them as a species, since they wouldn't attain the advancements on their own. If you destroy the Collector base, Legion also directly comments on this, saying that Shepard has more in common with the Geth outlook on the advancement of life than she might think. This starts to go downhill in ME3 when a lot of Reaper tech is deliberately left unexplained in order to utilize quasi-mysticism instead. "Direct personality dissemination required." stands out there, as it really makes no sense. Plus, utilizing the Reaper technology at all does seem to run counter to Legion's position in ME2. But, I digress.
ME1 and ME2 were games where there was a central core of mandatory plot elements, but the way the player chose to experience these were always left more open through the dialogue wheel. Commander Shepard's personality became a reflection of the player's way of viewing the Mass Effect universe. My real issue with the ending, and sadly most of ME3, is that rather than respecting that Commander Shepard can have widely different personalities, based on player choice, BioWare forced the character, and thusly the player down one (or two if you view Renegade seperately) pre-determined paths. The fact that so much of ME3 cannot diverge from the rails it's on, is why I think so many people reacted so strongly. I also think this is where the sense of betrayal comes from, in some cases, since BioWare repeatedly stated the importance of respecting different player choices, but in the end completely abandoned those ideas when the credits rolled.
I had about six different Commander Shepards that I took through ME2. To date, I have only imported two of those into ME3, and I don't really see a point in doing so. I'm not angry or hateful, but I am really disappointed that what could have been a triumph of interactive storytelling ended up falling victim to so many AAA gamedesign traps.
I have many of the similar sentiments.





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