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How would you end Mass Effect 3?


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#101
Valmar

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I just can't see how you're going to implement it. I play all DLCs and finish all missions but I still don't want that happy ending you mention. How would you write it so I can get a grim ending despite doing everything "right"? Put a choice option in the end? Pick one option and you get a happy ending, pick another and you get a grim ending? Sorry, but I'll feel wrong for not picking the happy option just because I "like grim". In fact, it's not that people like grim endings, it's the fact that they feel that grim ending is closer to reality. Having a way to get that happy ending breaks that feel

 

Let me put what you said in another context.

 

Lets say I like the brutal low EMS destroy ending that wipes out humans on earth and destroys everything. Its super harsh and brutal and calls for the ultimate sacrifice. We lose so much BUT we win. We may be crippled but we managed to beat the unstoppable reapers. I love this ending and it feels a lot more realistic. It is my preference.

 

I cannot get this ending because I do all the quests and have the max EMS score. I'd have to NOT do everything in the game just so I could achieve that ending. So that means they should just take away the other endings and make this one default so that I get it regardless, because it is the one I am most comfortable with. This is what /I/ want so they should just make it the only option so that I don't feel like I have to do anything special to get it. I want to get it all the time and I don't care if others don't like it. Long as I'm happy, those people don't matter to me. They're not me.

 

Think about that line of reasoning for a moment. It's the same thing you're arguing here.

 

One way they could implement it is add repeatable quests that increase your EMS (singleplayer versions of the multiplayer missions). If you don't want that ending then don't run the repeatable quests to get maximum EMS. Is this a perfect solution? No. It is still one way to implement it. I'm sure someone can come up with a good way to implement it if they tried. It isn't impossible by any means.
 

 

 

Except the best possible outcome having nothing negative about it is non-realistic, just as the Suicide Mission with everyone surviving. Except in case of Suicide Mission you can attribute to blind luck, but on a scale of galactic war that doesn't apply

 

It is important to remember, I think, that the suicide mission did allow everyone to survive, as you pointed out. I will agree with you that it is unrealistic to have a suicide mission where no one dies. Yet the option is totally there. That set the tone of the series. Accomplishing the impossible. Mass Effect was not built up to be this tragic story, it was about surpassing the odds. If we can get the cheesy unrealistic everyone-survives ending before then why not now? Why suddenly shift the tone of the story just for the sake of being dark and dramatic? Its like they're doing everything they can to go "Hey, hey man, this **** is serious and dark, totally edgy". Look at the kid at the start of the game, he is a good example of this I believe.

 

Also note I'm not saying there should be an outcome where the entire galaxy survives. That would just be silly. Why can't the Normandy squad survive, though? They've been able to survive suicide runs into the galactic core. Infact! Your entire squad can survive the end of Mass Effect 3. EVEN SHEPARD. Your squad survives, the ship survives, Shepard survives. Yet it isn't a happy ending. Why? because Shepard is crushed under a bunch of rubble and all we get is the squadmates standing by the memorial wall. Yay, so happy, fun times ahoy. Thanks for the closure on that one. Oh, look, a slideshow. Awesome.



#102
Reorte

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I don't think rational people or characters engage in machinations/choices that generate a dark story just to have one, people are thrust into dark situations because of circumstance. That's the ME3 ending. These stories are still likeable.

I don't think the dev team owed it to us to put a happier ending in there just because some of us want it.

And you'd say the same if it was a really cheesy ending, that they shouldn't have put something a bit less cheesy just because some people wanted it?

They don't "owe" us anything but when I hand over my money I expect it to be in exchange for them making a good effort, and for at least broadly covering my expectations (which will probably be very vague and general, and may even include such contradictory ones as "pleasantly surprised"). This is particularly true for something that's a direct continuation of an existing story rather than an entirely separate work in its own right.

Ending-wise it goes back to what's been said all a long - a variety that fit (both in specifics and the tone of the entire series, which was never a massively serious one after all).

Can we all at least agree that it was far too easy to get the best outcome of those available, and it's daft that the hardest ones to achieve are the worst?

#103
Obadiah

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I think the devs quite readily covered our expectations for a good story. A particular type of happy ending would have been nice, but it is not "owed" to us.

#104
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Plenty of people disagree and are unahppy with what we got (and not just with the ending). You're coming across a bit as "I'm satisfied so everyone else should be too."
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#105
Harshfacts

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Let me put what you said in another context.

 

Lets say I like the brutal low EMS destroy ending that wipes out humans on earth and destroys everything. Its super harsh and brutal and calls for the ultimate sacrifice. We lose so much BUT we win. We may be crippled but we managed to beat the unstoppable reapers. I love this ending and it feels a lot more realistic. It is my preference.

 

I cannot get this ending because I do all the quests and have the max EMS score. I'd have to NOT do everything in the game just so I could achieve that ending. So that means they should just take away the other endings and make this one default so that I get it regardless, because it is the one I am most comfortable with. This is what /I/ want so they should just make it the only option so that I don't feel like I have to do anything special to get it. I want to get it all the time and I don't care if others don't like it. Long as I'm happy, those people don't matter to me. They're not me.

 

Think about that line of reasoning for a moment. It's the same thing you're arguing here.

 

One way they could implement it is add repeatable quests that increase your EMS (singleplayer versions of the multiplayer missions). If you don't want that ending then don't run the repeatable quests to get maximum EMS. Is this a perfect solution? No. It is still one way to implement it. I'm sure someone can come up with a good way to implement it if they tried. It isn't impossible by any means.
 

 

 

 

Actually that's not what he means at all! you simply think that more choices the merrier which is not  false concept from it's basis but personally doesn't fly for me as the ending of the ME trilogy i find the idea of getting a "happy ending" absurd because then by definition it would render the other grim and grey endings quite absurd and a punishment to players. it's not about one dark ending being the only viable choice it has more to do with certain perceptions that the endings keep in check

 

no matter how you put it ME 2 suicide mission is a form of punishment and i would have preferred if Bioware didn't add mandatory kills but made the suicide mission more entangled in variables so loyalty wouldn't matter as much instead i would design a more complex final mission that allows me to still lose squad-mates after many play-through and even if everyone did made it, would require me to still be nervous to a certain extent. i could basically do perfect ME 2 ending after 1-2 play-through. for example i would have the game remember that i have used garrus as a leader in a specific situation once and therefore might not be as much better at it for a second time or i would allow more split-ups between teams where you'd reach a certain issue where by accident you might not necessarily have the expert needed for the job to carry it and therefore increasing the chance of losing people regardless loyalty. for example imagine a scenario where the team splits up and then loses someone and then this team is left with just garrus and jacob and THEN one would have to go through the ventilation which requires an expertise that none would be particularly very talented in. basically testing whether you're really a good leader with simple choices (like the ones already in ME 2) and then gradually putting more pressure on you.

 

however back to my main point the idea of having an ending where shepard would walk away slowly would be firsthand insulting to the Reaper threat and the narrative itself and therefore would receive no respect from me. not just because "life is grim and harsh" but because the three endings that you get are coherent with each other they all have pros and cons so having more choices in this case would actually ruin that equilibrium. of course that doesn't mean that all RPGs should do grim endings necessarily (though i would deeply prefer this direction) and that these endings should be flawless however based on the three endings that we have providing more choices that allows you walk way alive and settle with someone is absolutely out of the question.

 

The second reason as to there should be no "all happy" option is the fact that it would still be the same ME 2 punishment system which to be honest worked better in ME 2 than it would in ME 3. there is just enough reward for completion in ME 3 striking the absolute right balance to not compromise punishing the player too much and not punishing them.

 

what you have to keep in mind is that following the "more choices is always better" doesn't apply to every aspect of an interactive narrative especially since there are very few games like this out there and they have to have a narrative frame while providing certain liberty and freedom. i'm all for more choices in terms of companions (and of course if we apply the same logic to companions then more companions would be better and everyone would be happy which is not the case) LI choices i hope that this freedom just expands more and more not just by bioware but by all the gaming industry, however certain rules have to govern this liberty otherwise the overall tone and the structure of the game would fall apart.   


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#106
Vazgen

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@Valmar

Low EMS ending is different, because to get it you have to deliberately avoid game content and it doesn't require metagaming. Having low EMS as default will diminish other players' efforts who did complete all the game content the "right way". If you are a completionist and did everything there was to do, you must get more in return than those who didn't complete everything. The ability to finish the game in a perfect way does not diminish other players' efforts but it automatically assumes that every completionist player wants a happy ending. Having a little bittersweet added there can actually satisfy the majority of players from both groups but it's a thin line to walk.

 

About Mass Effect not being built up as a tragic story, I agree, but it doesn't mean it was meant to be a happy story either. I think ME1 clearly emphasized that there are sacrifices needed for the victory. In ME2 it gets thrown away with happy Suicide Mission. They tried to stay true to the theme in the Arrival DLC but it's another matter. The point is, ME3 could've gone either direction. They chose to stay with the sacrifice idea of ME1 and rolled with it up till the end. Happy ending would've required a different game. Why did it have to concern Shepard and his squad? Because Shepard is the protagonist, the sacrifice has much stronger impact when we have to choose the one we know, not some unknown soldiers we've never seen (ME1). For me, the best ending is high EMS destroy - Reapers are dead, everything related to them too (mass relays, EDI and geth), Shepard's alive, every other squadmate is alive. 



#107
Obadiah

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Plenty of people disagree and are unahppy with what we got (and not just with the ending). You're coming across a bit as "I'm satisfied so everyone else should be too."

Maybe so. But the whole idea of paying for a story we haven't read/seen/experienced yet, then experiencing it (being entertained much of the time), and then complaining when get to the end that we didn't get what we wanted, and we're "owed" a different ending (or that we should gotten a different ending) just seems unreasonable and kinda dumb.

I mean, I'm all in favor of talking about different endings, even making one up that we think is better. Everyone who is satisfied or likes the ending probably has a version in their head they'd like more, or would just be a better execution.

But saying we're owed it from the authors? It just seems unreasonably entitled.

I'm probably focusing too much on the "owe" word/implication that popped up a little while back. If you think the story is crap, then you have a right to complain about it.
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#108
von uber

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Crucible docks, You Did Good Son, Crucible fires, dead Reapers, cut to epilogue.

 

About right. With EMS dictating damage as before , and throw in maybe a few squad losses based on previous choices.



#109
angol fear

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About Mass Effect not being built up as a tragic story, I agree

 

I totally disagree : Tragic comes from tragedy which is a genre where the writing is based on fate. Fate is a force above human, and this force makes freedom disappear. Tragedy is a genre where there's no freedom. From Mass Effect 1 there's no freedom, Shepard can do whatever he wants/can, the story will not change. You may say that there are choices, yes but actually choice means no freedom (if there's freedom there's no choice). The developers know that and used that.

When in Mass Effect 1 you hear the guy saying that he sees our destruction, Mass Effect 3 is indeed the harvest of humanity. When you act to stop the reapers you failed in Mass Effect 1 and 2. Since Mass Effect 1 the choice were just variations that don't change the overall story. The choice only impact on an human level, not on a higher level. Tragedy is that higher level that human level can't affect/ change.

Actually, Mass Effect is at the same time tragic and epic, and in their antic meaning.


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#110
AlanC9

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I see a lot of mentions of escape hatches and I'm going to assume, given the context of other posts, that it has something to do with Dragon Age. I know nothing about Dragon Age so if its referring to something else, sorry. I'm trying to understand what you're saying here but your metaphor is over my head.


Wait... are you really saying that you don't know the "escape hatch" metaphor? I thought this one was pretty standard in English. It's just a generic term for having a way out of a situation you'd like to avoid.
 

Anyway, I'm not precisely asking for different choices... rather the inclusion of MORE choices. If you finished the trilogy completely and did everything you possibly could to ensure you had the maximum EMS scores possible then why not give you the option to have an ending that destroys the reapers without having Shepard killed or crushed in rubble. Having that as an option in no way takes away from having non-optimal endings.


Yes, you've been clear what you're asking for. The problem is that inclusion of more choices changes the context of the other choices. (Note that we also apparently have a disagreement about what actually happens to Shepard.)

 

Johnny prefers the darker, drearier ending with more death and loss. He plays the game with this in mind and achieves the ending and experience he prefers and is happy about it because he gets the tailored story experience he so desired.
 
Timmy want cheesy happy ending. Timmy does what is required to achieve it and make the right choices that lead to that option. Timmy is satisfied.


I think we're talking past each other. This hypothetical doesn't work for me at all, due to our incompatible approaches to playing RPGs.

Playing a game with the ending in mind is something I don't do ... at least, not until the third or fourth playthrough when metagaming becomes necessary if I don't want to see the same content all over again. I just play my characters and whatever happens, happens. (In terms of GNS Theory I play as a simulationist, but I prefer the games to be constructed according to narrativist principles.) So this hypothetical isn't relevant to me; that's not how I play the games in the first place. I'm interested in the choices I'm going to face, and your goal is (apparently!) to change those choices in a way that will make them less interesting to me.

The actual happiness of the outcomes for my PC isn't all that important for the quality of the decision, except in that I don't see a good way to construct difficult choices out of completely happy outcomes. If you force me to choose between creme brulee and tiramisu for dessert I might find have trouble making a decision, but it's not a very compelling dilemma.

I suppose that a preference for narratives where the PC is often confronted with "conflict between two or more of a given character's values, in which they are obliged to choose one over the other" could be equated to a preference for "darker" and "drearier." Feel free to characterize my tastes that way if you like.
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#111
Vazgen

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I totally disagree : Tragic comes from tragedy which is a genre where the writing is based on fate. Fate is a force above human, and this force makes freedom disappear. Tragedy is a genre where there's no freedom. From Mass Effect 1 there's no freedom, Shepard can do whatever he wants/can, the story will not change. You may say that there are choices, yes but actually choice means no freedom (if there's freedom there's no choice). The developers know that and used that.

When in Mass Effect 1 you hear the guy saying that he sees our destruction, Mass Effect 3 is indeed the harvest of humanity. When you act to stop the reapers you failed in Mass Effect 1 and 2. Since Mass Effect 1 the choice were just variations that don't change the overall story. The choice only impact on an human level, not on a higher level. Tragedy is that higher level that human level can affect/ change.

Actually, Mass Effect is at the same time tragic and epic, and in their antic meaning.

I'm not familiar with antic meaning of tragedy, can you clarify?

My post you quoted has a continuation - "but it doesn't mean it was meant to be a happy story either". I didn't try to label the series as tragic or epic or something else (because I'm not familiar with definitions), I just tried to show that ME3 could go either way because of inconsistency of previous two games of the trilogy. ME1 had sacrifice, ME2 didn't. Without Arrival DLC I can't remember of any situation where you couldn't get the ideal outcome with everyone surviving and living happily after (and you basically have no choice in Arrival). Then ME3 came and it could've continued the theme set by ME2 or return to the sacrifice idea of ME1. The second works much better for a galactic war and they chose that direction (and stayed true to it including the ending). 


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#112
Dubozz

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Suicide Mission 2.0



#113
Valmar

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Actually that's not what he means at all! you simply think that more choices the merrier which is not  false concept from it's basis but personally doesn't fly for me as the ending of the ME trilogy i find the idea of getting a "happy ending" absurd because then by definition it would render the other grim and grey endings quite absurd and a punishment to players. it's not about one dark ending being the only viable choice it has more to do with certain perceptions that the endings keep in check

 

 

 

however back to my main point the idea of having an ending where shepard would walk away slowly would be firsthand insulting to the Reaper threat and the narrative itself and therefore would receive no respect from me. not just because "life is grim and harsh" but because the three endings that you get are coherent with each other they all have pros and cons so having more choices in this case would actually ruin that equilibrium. of course that doesn't mean that all RPGs should do grim endings necessarily (though i would deeply prefer this direction) and that these endings should be flawless however based on the three endings that we have providing more choices that allows you walk way alive and settle with someone is absolutely out of the question.

 

Then you must really hate the ME2 perfect ending. Look, I'm not saying you're wrong for wanting a grim ending. That's fine. I'm happy you get what you want. Me getting what I want in no way takes away from what you want, period. Why is this is even up for discussion? How are you hurt by me getting something I want.

 

There is something I think you all need to remember here.

 

SHEPARD SURVIVES. THE NORMANDY SURVIVES. THE SQUAD SURVIVES (well, other than EDI). Sorry to shatter your hearts. Sorry to insult the reaper threat. But there you go. The reaper threat isn't even what killed EDI and the Geth, either. It was the crucible. So again this doesn't give any credit to how dangerous they are, it just means they were friendly fire.

 

The perfect destroy ending has none of them dying (except EDI, I guess, for whatever crazy reason). Are you pissing yourself in rage that this is the case? Shepard doesn't have to die in the game as it is. Nor does the Crew. Nor does the Normandy have to get all wrecked. The foundation of a happy ending is already there. You wouldn't need to change anything. They'd only need to ADD to it. To give more variation and more options. The way you people act its as if by default ME3 is 100% dread and misery with no possibility of happiness. The bases for a happy ending is already there but they don't shine any light on it other than to nod that its exists. Oh, yah, heres a breathing scene so you know Shepard lived. Woo-hoo, party up in here ya'll.

 

My ending has the crew and Shepard survive. Does this hurt you? Does it, honestly? Does it take away from your experience? Rhetorical question because of course it doesn't. How then would having him get up and join his crew or see SOME closure as to what happens to the characters I spent years with in anyway hurt your ending? My cheese would not hurt you unless you're really, really vindictive over someone else not getting the same miserable story as you. I don't understand, I really don't. I see people on the forum here who have runs where they make radically different choices than me. Their experiences are definition NOT what I would want in my playthrough. Yet I don't think they're wrong for it, if thats what they want I think its AWESOME that they can tailor the story to fit their needs.

 

Them having what they want doesn't mean my experience is less for it. They can kill off all the characters I love and guess what? They're still fine in my game. I don't have to experience ME3 with Tali, Grunt and Legion dead. I don't want that experience, its not for me. Yet others do. Fantastic for the, I think it is great that Mass Effect gives you that level of tailoring for how you want your story to play out. How you play your game, how you tailor your story, your personal experience in Mass Effect does not take away from mine. So then why is it that mine would somehow take away from yours if mine was happier? Hm? There is no logic or reason to this.

 

Preferring one way over another is fine but don't act like it should forced on EVERYONE just because YOU'RE happy with it. That isn't fair no matter what side you're on.

 

 

what you have to keep in mind is that following the "more choices is always better" doesn't apply to every aspect of an interactive narrative especially since there are very few games like this out there and they have to have a narrative frame while providing certain liberty and freedom. i'm all for more choices in terms of companions (and of course if we apply the same logic to companions then more companions would be better and everyone would be happy which is not the case) LI choices i hope that this freedom just expands more and more not just by bioware but by all the gaming industry, however certain rules have to govern this liberty otherwise the overall tone and the structure of the game would fall apart.   

 

The tone of the game has already fallen apart in ME3, especially, ESPECIALLY in the ending. Also, Im not saying "more choice in all aspects of narrative". I'm saying more choice in the ending. You know, that ending that was suppose to be radically different for every person and was suppose to be super-tailored for your Shepard's decisions throughout the trilogy we've been playing for years. Yeah, that ending. I want that tailored ending. I'm a crazy person I guess. :?

 

 

 

@Valmar

Low EMS ending is different, because to get it you have to deliberately avoid game content and it doesn't require metagaming. Having low EMS as default will diminish other players' efforts who did complete all the game content the "right way". If you are a completionist and did everything there was to do, you must get more in return than those who didn't complete everything. The ability to finish the game in a perfect way does not diminish other players' efforts but it automatically assumes that every completionist player wants a happy ending. Having a little bittersweet added there can actually satisfy the majority of players from both groups but it's a thin line to walk.

 

I am not saying low EMS is default. No ending should be default, it should be tailored to your playthrough. The argument you make against happy ending is still the same, however.

 

I'm saying for sake of argument assume you want to play everything. You don't want to skip things or purposely avoid them. You want to play the whole game. BUT you love the low-EMS story. You love how bleak and dark it is. You want that to be your ending, you feel it is the the most realistic and satisfying. Well guess what? You're going to have to change the way you play if you want to achieve that aren't you?  Does that mean that ending or any other ending has no meaning? No, it doesn't. It just means that if that is the ending you want then you have to work for it, even if that work involves purposelessly hurting your EMS score to achieve it. I think it is FANTASTIC that the game actually gives you that choice.

 

If you want to complain that you want the a less happy ending but DON'T want to skip anything then the complain is the same exact premise for complaining about the low-EMS ending. Besides, like I said, there are ways they could had implemented it so you can avoid that. Repeatable quests being one of them.

 

As the game is now if you want to do EVERYTHING but still get the absolute WORSE ending... its pretty impossible. So wheres your complaint for this, hm? Why doesn't that ****** you off? I mean if you're upset over the idea that doing EVERYTHING gets you a happy ending when you dont WANT that happy ending, why can't you be upset for others who may want the WORSE ending while still being able to do everything?

 

What I'm seeing here in some of these comments is a whole lot of "well, Im happy with this so everyone else should be too".

 

Giving others the option and/or ability to play the game and get the experience they desire out of it, as I've said many times now, in no way takes away from your game. I cannot believe there are actually people who are AGAINST giving others something they want when it in NO WAY effects them personally. Again, if you don't like it, thats fine. That's cool. It isn't mandatory. Do and experience what you want in your game but don't tell others that its wrong for them to want something different.

 

 


About Mass Effect not being built up as a tragic story, I agree, but it doesn't mean it was meant to be a happy story either. I think ME1 clearly emphasized that there are sacrifices needed for the victory. In ME2 it gets thrown away with happy Suicide Mission.

 

Your arguing that it should be allowed to be inconsistent with the rest of the narrative then, aren't you? Just because they've done happy ending before doesn't mean they should allow the option now. Just because it wasn't always tragic doesn't mean it shouldn't only be tragic now.

 

To put that in another context just because the story was about the reapers doesn't mean they shouldn't be allowed to make it about the collectors now. A complaint a lot of people had about the second game was this shift of focus from one type of story to another. I'm not even in that boat since I loved ME2 and didn't feel the collectors were that out of place yet I still acknowledge that others felt differently. 

 

 


 Happy ending would've required a different game. Why did it have to concern Shepard and his squad? Because Shepard is the protagonist, the sacrifice has much stronger impact when we have to choose the one we know, not some unknown soldiers we've never seen (ME1). For me, the best ending is high EMS destroy - Reapers are dead, everything related to them too (mass relays, EDI and geth), Shepard's alive, every other squadmate is alive. 

 

I have no idea wtf you're talking about here. Different game? It would be the same. Just with more content. Ironically you follow this up by saying the best ending with reapers dead, Shepard alive and every other squadmate alive. There is your foundation for a happy ending. How would showing more than just Shepard alive under a bunch of rubble change the fact that he is alive? How would showing the crew getting back together and rejoicing the victory take away from the fact that they're alive already? It wouldn't change anything, just add to it. The fact that this is even being arguable about is, in my mind, ridiculous. 

 

Honestly the only thing you can say would possibly change is that maybe they decide that destroy doesn't have to kill EDI and the Geth. However them 'changing' this is a minor detail since the other endings have them surviving anyway. Would it be such a huge stretch to say that thanks to all your huge amounts of EMS and crucible studying the scientists figured out how to narrow the range of the blast down so it targets only the reaper's as it was intended? For god's sake, even the prothean VI is able to distinguish reaper agents from those that aren't so it isn't like the bases isn't there. Plus the ending was also supposed to kill Shepard yet if you have enough EMS Shepard survives it. What the kid says isn't absolute or written in stone. If high EMS can save Shepard why can't it save EDI or the Geth?

 

 

 

Wait... are you really saying that you don't know the "escape hatch" metaphor? I thought this one was pretty standard in English. It's just a generic term for having a way out of a situation you'd like to avoid.
 

 

 

I was under the impression that it was with context referring to Dragon Age since I've seen it mentioned numerous times and generally it was followed up or pretext with "like in Dragon Age". I assumed there was an ending that lets your character survive something by going into an escape hatch or something. I was perhaps taking it too literally.

 

Also, no, I'd never heard of the "escape hatch" metaphor. Other than in relation to Dragon Age, anyway. Which is why I associated it with being a literal reference to an ending in DA:O.

 

 

Yes, you've been clear what you're asking for. The problem is that inclusion of more choices changes the context of the other choices. (Note that we also apparently have a disagreement about what actually happens to Shepard.)

 

Except that it doesn't. Shepard and squad can still survive as it is. Seeing a more happy outcome other than Shepard being alive under a bunch of rubble is not going to suddenly change everything. Shepard is still alive in that ending, even right now. I know because I played it. How would them adding more context to that make the other choices any less? It seems to me that the other choices got their share of attention in EC. Control gives you the "The man I was" speech from Shepard so you see what happens to him and the like. Synthesis gives you some special dialogue from EDI.

 

Why can't destroy give my surviving Shepard some extra love so that the last I see of him isn't lying in some rubble somewhere? The only thing I can remember off hand that is specifically changed for that variation is the fact that your LI won't put your name on the wall. WOAH GAME CHANGER.

 

You all make it sound like I'm asking to change all the endings so that Shepard always survives and always gets a happy ending. This is not what I'm saying AT ALL. Keep what we have, its good to have options. Just give us an option for the happier ending if we want it. The foundation is ALREADY THERE. They wouldn't have to change things they just add more what we already have. Jeeze.

 

 

 

Playing a game with the ending in mind is something I don't do ... at least, not until the third or fourth playthrough when metagaming becomes necessary if I don't want to see the same content all over again. I just play my characters and whatever happens, happens. (In terms of GNS Theory I play as a simulationist, but I prefer the games to be constructed according to narrativist principles.) So this hypothetical isn't relevant to me; that's not how I play the games in the first place. I'm interested in the choices I'm going to face, and your goal is (apparently!) to change those choices in a way that will make them less interesting to me.

 

I don't do that either. Infact I hate playing the game with a gamer-perspective and like to base all my decisions off what my Shepard would do in the situation. For example as a player I know the Illusive Man is indoctrinated and working for the reapers yet Shepard doesn't know this so I wouldn't choose to destroy the collector base just because I know how it turns out.

 

I know that the only way to get the 'optimal' genophage sabotage is to kill Wrex and destroy the data but this isn't something my Shepard would do so I don't do it, even if the future outcome is something I might prefer myself. I base it off what Shepard would do at that time with the data given to him, not based off what things will turn out to be in ME3.

 

The hypothetical wasn't aimed at you, it was aimed at Vazgen. It is also very valid, imo. Vazgen is saying that the he prefers the ending having some dread and drama, yadda yadda, yet he also wants to play everything and get high EMS. So by making the 'best' destroy ending happy would force him to get it because otherwise he'd have to change how he plays. That's what you're both saying, really. You're fine with what you have and you don't want to have to change anything to just to keep your preference.

 

The same principle applies to someone who WANTS and PREFERS the low EMS destroy outcome. If that is the outcome THEY prefer then they're forced to play the game a certain way to get it. Yet neither of you seem to complain about that. Why? Because you're already satisfied with what you have and don't care what the others want, apparently. You're good, thats all that matters. Others need to learn to just like what you like and get over it, yeah?

 

Also you're gravely misunderstanding me if you think I want to change your choices. I want to ADD to them. Give you MORE choice. More agency. How on earth is giving you MORE options going to hurt your preference? Your ending and experience can still be there for you if you so desire it. Nothing is changed, only extended. Expanded. You get more, more substance and more content. The fact that anyone can view this in a negative light is mind-boggling.

 

 

The actual happiness of the outcomes for my PC isn't all that important for the quality of the decision, except in that I don't see a good way to construct difficult choices out of completely happy outcomes. If you force me to choose between creme brulee and tiramisu for dessert I might find have trouble making a decision, but it's not a very compelling dilemma.

 

The difference is that taking away that option helps you by not giving making you choose. Adding the option will allow you to still get what you want but make you 'choose' to get it, while ALSO allowing others to who DIDN'T want the one you wanted to also get what they want. Everyone gets what they want, the difference is now that you're in a situation where you have to choose to get it yourself instead of having it just given to you. I don't want to have to choose between happy or dark so I declare EVERYONE must get dark so I don't feel like I'm being forced to make a choice. Because that's totally fair, right.

 

I still think its important for you to all remember that Shepard and Crew can already survive the ending. How does giving more content or options to make that happier hurt you? It's not like I'm asking them to bring the dead back to life here.



#114
Farangbaa

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A happy ending would be ridiculous. During the course of the game BILLIONS of individuals have been turned into goo.

#115
TurianRebel212

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LIke ME2's suicide mission but on a galactic scale. 

 

 

As for Shepard... Well, I think Shepard was always meant to die in Battle. Sorry. But it's true. A worthy death tho. Defeating Harbinger and his Reaper horde and saving the galaxy. 

 

 

NOT the "I win" button that Space Brat gives you. 



#116
Farangbaa

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And here we go with the conventional victory again.
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#117
Vazgen

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@Valmar, I think you got me wrong. I never argued for possibility of the worst possible ending for a completionist player. All I said was that a completionist player should receive the best possible ending but it should not be ideal because, as you said it yourself, "that would just be silly".

About possible directions I meant that ME3 could've gone either way (the whole game, not just the ending) - a perfect, flawless victory based on your choices throughout the game (ME2-style) or costly victory with sacrifices required regardless of your choices (ME1-style). They've chosen the second and I agree with them, for it works better for a galactic scale war.

When I mentioned that it would require a different game, I referred to the feel of the game prior to ending. It constantly reminds and shows you that sacrifices are necessary. An ending that doesn't require sacrifices will be inconsistent with the rest of the game.

As for why EDI has to die - she is based on Reaper technology from Sovereign and has Reaper IFF integrated. Geth have the Reaper code.



#118
Iakus

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I was under the impression that it was with context referring to Dragon Age since I've seen it mentioned numerous times and generally it was followed up or pretext with "like in Dragon Age". I assumed there was an ending that lets your character survive something by going into an escape hatch or something. I was perhaps taking it too literally.

 

Also, no, I'd never heard of the "escape hatch" metaphor. Other than in relation to Dragon Age, anyway. Which is why I associated it with being a literal reference to an ending in DA:O.

 

 

There isn't a literal "escape hatch" in DAO.  But there are ways the Warden can avoid death.  Two other characters can potentially die in teh Warden's stead (and they actually volunteer to do so, if they are present at that time) there is also a third option where a Dark Ritual is performed and nobody has to die.  This is seen by some as a cheesy avoidance of the problem, since there are no immediate repercussions beyond no one dying.  Given the dark overtones and the fact that it is a choice that is being carried over into future games, I do not agree with that assertion.


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#119
AlanC9

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Valmar, are you sure piling responses to everybody into one humongous post is a useful strategy? I'm not even sure why the board has MultiQuote. Anyway, let me wade through this to the relevant parts....
 

Also, no, I'd never heard of the "escape hatch" metaphor. Other than in relation to Dragon Age, anyway. Which is why I associated it with being a literal reference to an ending in DA:O.


Hmm. I'm surprised. Google's Ngram viewer shows that the metaphor has been at a pretty high level of use since 1970 or so. I suppose that's right about the time the term started to be mostly used metaphorically. (IIRC the M-1 tank doesn't even have an escape hatch.)
 
 

Except that it doesn't. Shepard and squad can still survive as it is. Seeing a more happy outcome other than Shepard being alive under a bunch of rubble is not going to suddenly change everything. Shepard is still alive in that ending, even right now. I know because I played it.


So you're not actually asking for any changes at all. Just different presentation. This isn't even a happier ending since nothing's different.

OK, that clears things up quite a bit. If you're just asking for more content for your preferred ending, this is a very different argument from what I thought it was. I thought this was another round of Iakus' "the ending choices are morally unacceptable" argument.
 
 

Also you're gravely misunderstanding me if you think I want to change your choices. I want to ADD to them. Give you MORE choice. More agency. How on earth is giving you MORE options going to hurt your preference? Your ending and experience can still be there for you if you so desire it. Nothing is changed, only extended. Expanded. You get more, more substance and more content. The fact that anyone can view this in a negative light is mind-boggling.


Wait a sec... I thought we weren't changing anything.

Edit: obviously, I'm being a bit disingenuous here. My substantive point is that you're not really bothering to make a case for hysteria over this issue, since your position is that you're not asking for any kind of substantive change. KotOR had an abrupt ending too, but people didn't freak out over that.

#120
AlanC9

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This is seen by some as a cheesy avoidance of the problem, since there are no immediate repercussions beyond no one dying.  Given the dark overtones and the fact that it is a choice that is being carried over into future games, I do not agree with that assertion.


I believe the cheesy avoidance case isn't that there are no immediate repercussions, it's that there aren't going to be any serious repercussions at all. Though since DAI is implementing something we'll see in a little while if that's accurate.
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#121
FlyingSquirrel

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I think a few fairly simple changes could improve the existing endings quite a bit.

 

First, restructure the second half of Priority: Earth so that it doesn't revolve so heavily around the human squads - let's see some non-human or mixed-species squads maneuvering alongside Shepard's group. Instead of the bit with launching the missiles at the Reaper and then trying to dodge Harbinger's shots in a collective mad dash, the goal would be specifically to get Shepard and Anderson to the beam past some heavy Reaper ground defenses. All of Shepard's surviving squadmates from all three games would play a role in this, using their various specializations - James and Grunt would be mowing down husks, Tali and Kasumi would be hacking shields, etc. For those who want a "suicide mission" dynamic with Shepard assigning tasks to different team members, this would be the place for it. That and/or their numbers would determine whether or not all the squadmates survive this maneuver, but either way, Shepard and Anderson make it through with Anderson wounded but Shepard basically OK instead of being at risk of bleeding out through the whole final act.

 

I'd have the Catalyst appear as a non-anthropomorphic floating light of some sort rather than as the kid from Shepard's dreams. Leave the existing ending choices in place, but also allow for the following possibilities based on various pre-set conditions.

  • If Shepard has negotiated geth/quarian peace and generally chosen, say, at least 75% of the more diplomatic or multispecies-friendly choices along the way (curing the genophage, saving the rachni, etc.), Shepard can argue that the Catalyst is wrong about the inevitability of organic/synthetic conflict.
  • The Catalyst reluctantly agrees to give the current species a chance, but explains that the Reapers would require an interface with a conscious mind that understands these new possibilities - due to its own self-limitations, it cannot provide the interface, so Shepard has to volunteer. However, the process will be difficult and potentially fatal for a single organic mind without sufficient concentration and strength of will. If Shepard's reputation bar is full, (s)he can carry out this interface and survive, but if not, Shepard will be "absorbed" and die.
  • Either way, this results in the Reapers withdrawing (similarly to the Control ending) and later making themselves available for reconstruction assistance once freed of the Catalyst's control.
  • If these preconditions are *not* met, EDI contacts Shepard and offers one other possibility: she believes she can "hack" the Crucible and effectively end the war without any of the negative side effects, but all she will be able to do is disable the Reapers' weapons and sever the Catalyst's control, with no guarantee of what will happen after that.
  • If Shepard picks this option, the Reapers withdraw through the relays, but neither they nor the Catalyst are ever heard from again and the surviving species are on their own when it comes to reconstruction. Or, Shepard can choose from the Destroy, Control, Synthesis, or Refuse options as they currently exist.

If Shepard is alive at the end of this, there's an "epilogue" with Shepard talking to Hackett about what comes next. Dialogue choices can allow Shepard to state an interest in (a) continuing as a Spectre; ( B) seeking a promotion and greater influence within the Alliance; © becoming the new human councillor (only in the "diplomatic" ending); or (d) retiring from combat duty and taking an assignment to a reconstruction project (Mindoir for Colonists, Earth for Earthborns, and um...I dunno, maybe a new Arcturus Station for Spacers?). If Shepard died by being "absorbed," we have a brief scene with Hackett and the Normandy crew reviewing the video footage from the Citadel, which cuts out just before the Catalyst manifested itself, leaving Shepard's ultimate fate a mystery to the survivors.


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#122
Reorte

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Maybe so. But the whole idea of paying for a story we haven't read/seen/experienced yet, then experiencing it (being entertained much of the time), and then complaining when get to the end that we didn't get what we wanted, and we're "owed" a different ending (or that we should gotten a different ending) just seems unreasonable and kinda dumb.

I mean, I'm all in favor of talking about different endings, even making one up that we think is better. Everyone who is satisfied or likes the ending probably has a version in their head they'd like more, or would just be a better execution.

But saying we're owed it from the authors? It just seems unreasonably entitled.

I'm probably focusing too much on the "owe" word/implication that popped up a little while back. If you think the story is crap, then you have a right to complain about it.

I see where you're coming from. "Owe" is putting it a bit too strongly but let's look at the opposite extreme. Hook people along with a couple of good games that they love then do something deliberately awful to troll the players right at the end. How should people respond then? Moving a bit away from the trolling what if they simply don't bother putting any effort in? How far along that line do you go? It's all rather different from something that you think is a load of rubbish right from the start. Do writers have any moral responsibility to their audience at all (beyond the obvious, i.e. there might be a concensus about owing something if the game was unplayably buggy)?

I don't think any demands for money back or worse were at all reasonable though, if that's where people are coming from with the "owe" aspect.
 

As for Shepard... Well, I think Shepard was always meant to die in Battle. Sorry. But it's true. A worthy death tho. Defeating Harbinger and his Reaper horde and saving the galaxy.

"Always meant to die in battle"? How does that work? That's exactly the sort of thing that annoys me when it happens in a story.
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#123
Vazgen

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Do they deliberately hook people? I think every game dev would've paid a fortune to know their secret. What really happens is that they produce a game, put thoughts and work in that game and hope for it to be successful (marketing also plays a large role, but it doesn't hook you to the game, it can make you buy it at most). We grow attached to that universe and characters ourselves and willingly take the risk of facing something awful (DA2 from what I've heard). All we can ask from developers is to put more time and thought into the games we play, but again, it may not be possible since there are deadlines to meet. I'm pretty sure a group of people passionate about the game and with enough time on their hands can produce something you will thoroughly enjoy. There are a lot of complications though, people leaving and new people joining with their new ideas, time constraints, hardware limitations... 



#124
WhiskeyBravo45

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I think a few fairly simple changes could improve the existing endings quite a bit.

 

Great post, glad I didn’t tune out.  Solid suggestions and well explained. 

 

... First, restructure the second half of Priority: Earth so that it doesn't revolve so heavily around the human squads - let's see some non-human or mixed-species squads maneuvering alongside Shepard's group. 

... Shepard's surviving squadmates from all three games would play a role in this, using their various specializations 

... For those who want a "suicide mission" dynamic with Shepard assigning tasks to different team members, this would be the place for it. ...

 

Well…  every other home planet was exclusively the natives fighting, wasn’t it?  But I agree it would have been nice to see a few non-humans, if only because they would have been on Earth anyway.  I’d propose a few cut-scenes at least for each ally successfully recruited (e.g. Salarian STG).  A few NPC’s running around would have been so easy to do.  I mean like at the staging/chat area, in the background add a Krogan tank with Krogan and Turian standing around respecting each other a little… (small tweaks)

 

RE: Squadmates... Right on!  Big tweak here would have helped a lot.  Again they could have added a number of cut-scenes without requiring real interactive content.  Anybody still alive, there they are kicking ass.  Spread throughout the Act so they aren’t all bunched up, or at the end.  Remember Grunt blasting Rachni and going over the cliff was pure awesomeness, right? 

Similar to Suicide Mission scenes depending on who was in what team, etc.  A couple “squad assignment” choices would have been nice.  I mean on subsequent replays the Earth act is a bit of a monotonous grind.  This would have made it a lot better.

 

I think the problem with interactive at that point is Bioware was already overwhelmed by all the different plot branches (i.e. alive/dead for ALL characters, side missions, etc.)… I only mention it to say there might be a difference between practical and wishful thinking if we push it too far.

 

I also would have liked a lot more cut-scenes at the end battle, such as show every fleet that was recruited – and the fleets working together.  I mean Shep spent *a few minutes* pulling that together right?  I mean not just “fleet reporting in…” for a few of them, that was lame.

 

I'd have the Catalyst appear as a non-anthropomorphic floating light of some sort rather than as the kid from Shepard's dreams. Leave the existing ending choices in place, but also allow for the following possibilities based on various pre-set conditions. 

 

Yeah, come to think of it, the Star Child appearance is completely NOT explained.  So if it was supposed to mean anything... insert your own ideas (like I did).  <_<  That is usually a sign of bad writing.  Dreams, ok that's different.

... And just adding 1 good alternative makes this the most practical kind of suggestion in my opinion.

 

  • If Shepard has negotiated geth/quarian peace and generally chosen, say, at least 75% of the more diplomatic or multispecies-friendly choices along the way (curing the genophage, saving the rachni, etc.), Shepard can argue that the Catalyst is wrong about the inevitability of organic/synthetic conflict.
  • The Catalyst reluctantly agrees to give the current species a chance, but explains that the Reapers would require an interface with a conscious mind that understands these new possibilities - due to its own self-limitations, it cannot provide the interface, so Shepard has to volunteer. However, the process will be difficult and potentially fatal for a single organic mind without sufficient concentration and strength of will. If Shepard's reputation bar is full, (s)he can carry out this interface and survive, but if not, Shepard will be "absorbed" and die.
  • Either way, this results in the Reapers withdrawing (similarly to the Control ending) and later making themselves available for reconstruction assistance once freed of the Catalyst's control.
  • If these preconditions are *not* met, EDI contacts Shepard and offers one other possibility: she believes she can "hack" the Crucible and effectively end the war without any of the negative side effects, but all she will be able to do is disable the Reapers' weapons and sever the Catalyst's control, with no guarantee of what will happen after that.

...

 

 

Sort of a “truce/withdrawal” option.  This is well thought out, perhaps similar to what I posited but explained better.  I like the idea of a Shepard sacrifice/absorb option how you describe it. 

 

A “hack/interrupt” option?  Interesting.  I’d like it with a sacrifice EDI/Normandy clause (since it’s already a failure branch from above).

 

Every alternative is going to draw some complaints/comments no matter what, so take all that just a food for thought.  I want to think about this some more… but I can see a few valid questions

 

Pros: (my opinions)

1.       Legitimate way to save Shepard (with all those cumulative choices, not just shooting)

2.       Doesn’t require total suspension of disbelief

3.       Keeps some tension/threat

4.       Leaves the future more open-ended (can be a good thing)

 

Cons: (valid concerns?)

1.       doesn’t resolve the main dilemma (but neither do some of the other endings, and some players clearly don’t care about that anyway!)

2.       doesn’t blow up the Reapers (which seems to be what 90% want).

3.       a draw?  less of an epic/climactic ending, maybe the “easy out”  (not saying the epic/hard endings are better myself).  

4.       a valid "save Shepard" option makes the sacrifice Shepard" choices avoidable... does that make those less dramatic, important, or meaningful? 

5.       I mean who would choose to kill Shepard at that point?  It creates a single "right" ending and the others are "less right" ???

 

That last point is what I see people wrestling in circles about, I can't answer it.

 

Like I said, great post.  Good food for thought.    B)



#125
Bfler

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1. Destroy. No child, Shepard has to activate the Crucible in a last suicide mission. The result: Reapers exterminated by the red beam. EDI/Geth and the majority of your crew on earth die with low EMS. With medium EMS Shepard has to sacrifice himself and maybe the two members of his team. High EMS, the perfect playthrough - > everybody survives 

 

or, if the child exists:

 

2. Babylon 5 ending -> If EMS is high, peace on Rannoch and Shepard with >90% Paragon or Renegade ->  Shepard convinces the child, that it's solution is faulty and the Reapers have to return to their dark space forever.