The trap doesn't work well though. It reminds me of the end of Star Trek V.
At least I'd like to think Shep is about as sharp as Kirk.
I have to disagree. You can like or dislike it but the trap worked very well, I think. "Godchild", "space jesus" show that people only stay on the first impression. With the original ending most people didn't understand that it was an A.I., so they didn't understand they were trapped by their own representation and didn't go further (to think about element given). They think their first impression/interpretation is the "good" one. But to see the trap, and to understand it, you need to go back to the writing for the ending.
So we can ask why this trap? In Mass Effect 1 the Citadel was first something "good", but in the end we find out that it's reapers technology and the citadel is actually a trap. So our representation is what traps us. the whole trilogy is based on representation/ point of view (the reapers that are synthetics then organics and synthetics, you became Cerberus agent while in the first game they were some extremist, the geth and quarians, the reapers no longer bad guys etc...).
The ending is supposed to be "high level" that's why it works on implicit and paradox. These two are here to make the player think. "High level" don't need everything to be explained (the player can understand by himself, so that's why it uses implicit) and it seems to contradict because it paradox (it goes against what you think). So this religion theme has got an implicit problematic : will the player be trapped or not by his own representation? Will higher being, high level turn into religion?
In Star Trek, it is explicit that religion is indoctrination (a word mostly used for politic and religion). In Mass Effect it's not indoctrination, it's implicitly :will the player see more than the first impression he has? In stark trek you've got the answer during the events. In mass effect, the answer about religion theme is far before and during the trilogy in an implicit way. This makes the player need to have some critical distance to understand and he needs to understand by himself.
@Ithurael, thank you! I'll put a marker when it will be finished.
#4 structure:
"However, the as I stated, I had no issue with the logic of the catalyst. It is fine for a villain to have circular logic. That is fine. The issue I have raised is not with the Catalyst in thematic sense, but in narrative sense."
I never said that you have a problem with the catalyst logic. But his logic is implicit. Just like when he says "chaos. the created etc..." there's a blank between chaos and the other sentence. The player has to understand how the catalyst comes to that conclusion so the description of the organics between them and the organics and synthetics is here to show why there could be a no turning point (synthetics evolve faster and can wipe out organic life in the end so the solution the catalyst found out is to not reach that point).
The circular logic is here because it's a game about circles and during the game there are many circles (cycles; movement from the citadel to come back to the citadel; the source of our problem, the catalyst, is our solution).
"the catalyst's existence and the justification of that existence and the in universe plausibility of that existence is NOT implied by the structure presented by the past three games nor by your examples."
I think that the catalyst existence is implicit with the "being of light" I quoted that we can see in Mass Effect 1 and 3. But we can add what Vendetta says on Thessia : "I believe the reapers are only servants of the pattern. They are not its master."
At 5:15
Sure it doesn't say that there's an A.I. but Vendetta makes the player think about the possibility that there's something or someone behind the reapers. And we can add an interpretation that is created only when we finish the game : the dream sequence can be seen as some kind of trauma, Shepard running to the past, but it can also be seen as a run to the future, Shepard trying to reach the catalyst with the kid's appearance and when he reaches it he will burn, die with the catalyst. this one is just an interpretation but the game was written to create some ambiguous meaning with the dreams. the dream sequence is an implicit foreshadowing of the ending that can be understood this way only when the player is at the end (just like most clues, you can understand them only when you're at the end).





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