You realise he wrote Wrex and Garrus in ME1, right? Mass Effect needs those characters occasionally. I might not like where the series ended up, but Mac did a great job on the characters he was given.
It's strange that the guy who wrote my favorite squadmates in ME1 and my favorite ME comic series (Evolution) was also responsible for the thing I hate most about the Mass Effect universe, the ending of ME3.
If there's a list somewhere that says which writer wrote which characters and parts of the game, it would be very interesting to see.
Next, he does have a tendency to inflect too much of his own preferences into a story, up to an including his views on certain characters and his own ideals into a story. Now I understand that writer bias is going to occur. I'm not here to talk about that, or why it's obvious Mac's views are going to be inflected into the tone of the universe or why. I'm saying that in game, that presentation shouldn't be the only one (since it is specifically an RP'ing game designed to allow the player to make a complex PC capable of having different views and opinions over most, if not all, of the important aspects and details related to the story and universe. This includes interaction with squadmates and player agency in the main PC.
This is probably the reason why I like some of his work and hate others. The stuff I like is his writing for other characters where he can create their personality and ideals, but it seems he tried to do the same for Shepard - and that should be the player's choice. Shepard, especially at the end of ME3, acted in a way that I believe was inconsistent with how they had been portrayed in previous games, by both the player (depending on dialogue) and the few aspects of the character that were pre-defined.
This has been a sudden delight to read over the last two posts but I do want to interject very briefly when I point out that all across ME3's development phase there were statements from several writers about a stated goal to define Shepard and a distaste toward how "lifeless" they viewed him in the first two games.
At the time most players assumed this would come in the manner of a plethora of new opportunities for they themselves to do the defining, so of course it was with common surprise when Shepard began tangents and lengthy streaks of autodialogue and forced responses to key events and was on the whole effectively taken away from the player.
Yeah, I remember watching that video and thinking exactly what you said. How disappointed I was to find out this meant the game would be defining Shepard for us, instead of giving us more roleplaying opportunities.
And what does elapsed time have to do with it? The endings don't get less shitty with age. Sure maybe none of us are foaming at the mouth anymore, maybe we don't even play the game anymore. That doesn't mean that if the question comes up we're just going to forget what happened.
I think this is the most telling of all. When I finished ME1, I loved the game so much that I started another playthrough right away. I lost count of how many times I played ME2's suicide mission, trying out different character and dialogue combos. I haven't played ME3 since I beat the game in summer of 2012. I plan to play it again eventually with my other Shepards (stopping before the ending, of course) but there are other games I enjoy more that I'm playing now - and that, to me, says a lot. After ME1 and ME2, there were no others that I enjoyed more.