The heroic sacrifice, or what I like to call "symbolic Jesus Christ's sacrifice because white men in the western world are really obsessed with their heroes symbolically being Jesus Christ", is horribly over done. However, it ultimately needs to be written right for it to work.
ME3 ending was horrible because it was written so poorly, and I argue that the rest of the game being so poorly written compounds it, but that's something for another thread. But I certainly do not think it was because it was an unhappy ending. I don't want a "happy ending" and I thought two of the three final choices of ME3 were pretty happy endings. It baffles me that everyone says the ME3 ending choices are unhappy ending just because Shepard dies. When one of the endings seems to end all war, death, disease(if only Thane survived till the end), and blesses everyone with super intelligence, how is that not a sickeningly happy ending? (Funny enough, the one I think is the actually bitter ending is the one Shepard can survive in. )
Happy or not, the ending just ultimately has to be written well. It has to make sense, it has to build from the plot, it has to resolve the plot.
KOTOR2 remains one of my favorite games, although released incomplete, the story was written just that well in my opinion. The light side ending was just chill, riding off into the sunset quietly, no fancy parades, nor shocking twists (Kreia mocks this even), just a hint for a future game and the end. This plot is resolved, time for a new one, good night folks.
If Bioware would just let go of the big shocking plot twist charade, I think there would be a vast improvement with their stories.
I agree to most of what you say. There's nothing wrong with plot twists as such. The big plot twist in KOTOR 1 was awesome in my opinion. Plot twists are like any other drama. It is good if it flows naturally from the story, but bad if it feels forced. Drama just for the sake of drama fails.
For a plot twist to work, the player must be given enough opportunity to react to it. That was what made the ending of ME3 a double fail. Not only felt the final scene disconnected from everything leading up to it, but the player was being rail roaded during the whole conversation to the point when the game completely disconnected me from Shepard.
In their last games Bioware has opted for a voiced protagonist and the dialogue wheel. This gives a much better cinematic feel to scenes, but this can also detract from the immersion, as I'm watching the protagonist, rather than feel like I am the protagonist. Too much autodialogue railroading the protagonist is always bad.
The dialogue wheel all too often leads to immersion breaks because the the game assumes I mean something I don't when I choose a few short words on the wheel. (I'm looking at you Anders...)
I'm not saying voiced protagonists is always a bad thing, but it can fail spectacularily. Nothing breaks immerssion in a game, as when I feel the game takes command over my character. I'd rather see my protagonist suffer in the end, as long as I still feel it's my character, than be railroaded into a happy end.
I also think that the whole idea that I should be able to have a "perfect" happy end, if you manage to do everything "right" is kind of misguided. What is a perfect end to you? I'm sure it's not the same as for me. I certainly don't think we should have a perfect end if our wishes contradict the foundations of the whole game.
For me a "perfect" end to DAO would be when Loghain realizes what an idiot he has been and begs everyone for forgiveness at the Landsmeet. Then Riordan shakes his head and says that the whole thing about the Calling and a Gray Warden must die to kill the Archdemon is just something they say to frighten novices. Finally Bryce and Elanor would show up at the post coronation with Fergus. That would make my ending a lot happier for my Cousland, but would be much less satifying to me.
Just as plot twists, drama and painful choices can feel contrieved and stupid, if not done well, so can rainbow and sunshine endings.