Why do people look down and underestimate the more traditional endings? If it fits the narrative and the theme then why not? Why invent some kind of insane plot twist just to assure yourself that you are smart enough to do it? Why go for something crazy when the non-crazy variant works and works well? After all you do not go kite-surfing during a storm just because its faster and more "exciting".
I had thought of putting: "and he lived happily ever afterwards to the end of his days." It is a good ending, and none the worse for having been used before. Bilbo Baggins
Yep. Often that's deliberate, but in this particular case it's just because I was going for brevity. How about "I'm already faced with a substantial disconnect between my understanding of the game world and my character's understanding of the game world, because I know that an AAA RPG will be "winnable" unless I'm grossly incompetent or I deliberately sabotage my character. I prefer designs that reduce such disconnects as much as possible."
See, that wasn't so bad now, was it?
I can even respect that outlook.
But the thing is, a choice-based narrative is a strange beast. It's a game, and a story. Give people agency, and they will want a say in how it will turn out. And the truth of the matter is: lots of people prefer "happy" endings. There was an interesting interview with some of the Telltale people during the first season of thier Walking Dead game: an unusual number of people kept doing "the right thing" despite it being a zombie apacolypse where pragmatic actions would be more understandable. There's an appeal to being the "White Knight " the person who fixes everything. You may call it escapism, power fantasy, or whatever label you wish to make it sound foolish or childish, but the desire is there. In RL, people can't fix the world. many can't even fix their own lives. But in a game where you are given the illusion of choice, you can pretend to have that kind of power. To have it suddenly snatched away, told "No, you came all this way for nothing" well, you can see what happened.
I think Bioware had the right idea in aiming for a bittersweet finale to the series. It was just poorly executed. One of the chief mistakes was in having the sense of loss come from the collapse of the galactic civilization the player had grown attached to over the course of five years and three games, and to which saving it had been the primary goal of their player character. I think the endings would have been much better received had the sense of loss instead come from deaths of companion characters in the end run, or potentially the player character as well, but galactic civilization had been saved.
There were other problems with the endings as well beyond just the way in which Bioware tried to introduce the 'bitter' portion of the tone, but I think that was part of why the endings failed.
"Bittersweet" is also a very subjective term. Which the sameness of the endings really didn't help.
And EC was only a partial success. It shows galactic civilization surviving, but the methods used to "save" the galaxy remain deplorable to a lot of people. Plus Shepard's death is forced in almost all ending outcomes. And the loss of the player character hits some people very hard.
Especially given it's the second time Shepard is forced to die.