When talking about writing a series most writers will tell you to have your ending planned. That is something that the creators of Mass Effect failed to do. This can be seen by the various ending ideas that were being tossed around post ME1 and mid ME2. It's because of this I don't think the catalyst was the writers idea until pre-ME3.
Another thing writers will tell you is that you have to know your own lore. It seems as if the writers in ME3 forgot the entire ME1 plot when writing the endings. The contradictions and inconsistencies make it even harder to believe that the catalyst was even a thought in ME1. I'm sorry, but from a meta perspective the catalyst doesn't seem like it existed at all pre-ME3.
To be fair, when ME1 came out, they had no idea if it was going to work or not. In retrospect, plenty of decisions are dumb, including going to something like the Reapers for your antagonists right off the bat. But at the time the creed was "go big or in all likelihood go home". It's the struggle between crafting an awesome one-time story to get people hooked in vs the slow and steady approach to world building. In the former you make lots of big dumb choices in order to reel in and entertain your audience, while in the latter you're much more reserved and focused on longevity and stability for a greater payoff (both literally and in terms of fan satisfaction). It becomes a paradox because in order to have the support for that glorious world building, you need to draw people in first and give them something they haven't seen (or at least haven't seen recently on in this particular way) before. But if you overextend, your choices for expanding the universe go out the window. It's a balance few can pull off well.
Granted by the time they started making ME2 it should've been clear that they succeeded in reeling in their fair share and Mass Effect was going to float. So they should've started to plan more, to develop the story in a logical, consistent and satisfactory way, as well as expanding the world for future projects. The haphazard "throw stuff and see what sticks" approach does become inexcusable from the second game onwards.
No excuse for ignoring/breaking the lore though. Though there does also need to be some flexibility to allow for change. And planned endings can fail too, if they doggedly stick to a vision that's long since passed. Case in point How I Met Your Mother. Ironically the inversion of Mass Effect 3. ME3's ending blew because the planning (or marked lack of it) sucked (and also "art") while HIMYM's ending blew because the writers were going to stick to their crappy idea if it killed them, despite seven years of development going completely the other way (and also "art"). In both cases, everything the fans liked about the work was ruined completely.





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