#4...cont Story Structure, Execution and Believability
Now, this part will focus more on narrative design, execution, and the rules of storytelling. It won't have AS much ME focus as my prior responses. I will be citing a lot of articles, journals, and book excerpts,. You are free to check the books if you want and I do recommend them very much so. In my eyes anyone can be a writer (or really anything) if they put their mind to it. Some people just have a natural gift for something and others have to work at it.
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[ "looking at the execution of the ending we see - upon objective review - that it seems to break the one true law of storytelling: Don't break the illusion"
First there is no objective review. We all know that.]
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This is patently false and provably false. I keep thinking that you believe when I say there are rules to storytelling you think I am saying YOU MUST KEEP TO THIS STRUCTURE, or YOU MUST WRITE ABOUT THESE THEMES. No, I do not really say that. What I am trying to tell you is that there is a way to tell good writing from bad writing. Here are the essential Rules of writing represented as a parody of themselves for greater poignancy
1 Avoid Alliteration. Always
2 Prepositions are not words to end sentences with
3 Avoid clichés like the plague. They're old hat
4 Comparisons are as bad as clichés
5 Be more specific or less specific
6 Writers should never generalize
Seven: Be consistent!
8 Don't try to be redundant; don't try to use more words than are necessary; its highly superfluous
9 Who needs rhetorical questions?
10 Exaggeration is a billion times worse than understatement
https://i.chzbgr.com...9552/h5F77C839/
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[Second, there is no rule in storytelling.]
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See above 
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["Don't break the illusion" doesn't work. In the XXth century there are books that break with the illusion, it's their aesthetic. So these book are bad? I disagree. The "don't break the illusion" rule only apply for one aesthetic. that's why from my experience, If I have to tell some rules I would say : no rules, only coherence.]
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I think you are misinterpreting me again. Breaking coherence breaks the illusion, breaking those 10 rules mentioned breaks the illusion. I think you are thinking about a 4th wall break rather than a structural break. Or you are reading books that are running parallel with our universe but have logic (abilities, characters, etc) that behaves in a way that would not be realistic in our world.
This brings me to the concept of consistency. and consistency and coherence are incredibly similar in their definitions:
[the quality of being logical and consistent.]
https://www.google.c...=utf-8&oe=utf-8
[(of a person, behavior, or process) unchanging in achievement or effect over a period of time.]
https://www.google.c...=utf-8&oe=utf-8
Hell, the definition for coherence has the WORD consistency in it.
Don't break the illusion applies to ALL aesthetics. The concept of "Storytelling has no rules" was more popularized by the author Robert McKee. His book, Story: Substance, Structure, Style and the Principles of Screenwriting looks into the narrative structure of a work and what makes a story compelling (or to this discussion - good). He has stated in his book and in interviews, much like you, that art has no rules. Rules are a bit too rigid for him. In the interview with Debra Eckerling he goes into more detail surrounding his findings about writing:
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[Robert McKee: The term "ground rules" is inappropriate when talking about any aspect of writing, Inciting Incident included. As I've said many times: Art forms have no rules; all art is guided by principles. Rules are rigid. They say, "You must do it this way!" Principles are flexible. They say, "This form underlies the nature of the art and is conventional in practice. However, it may be bent, broken, hidden or turned upside down to serve unconventional uses that may enhance the telling."]
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Now this is very much equatable to what we have been discussion with ME3's ending. Especially his last statement. ME3's ending did do a LOT to try to enhance the storytelling. However, the idea of breaking the 'rules' of storytelling is NOT EQUAL to breaking the consistency of the story. Robert, was then asked about believability (as I have said again and again that this is the one true rule of any story) and he responds:
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[Q: Does a story always need to be believable? What makes it believable?
Robert McKee: Yes. The audience/reader must believe in the world of your story. Or, more precisely, in Samuel Taylor Coleridge's famous phrase, the audience/reader must willingly suspend its disbelief. This act allows the audience/reader to temporarily believe in your story world as if it were real. The magic of as if transports the reader/audience from their private world to your fictional world. Indeed, all the beautiful and satisfying effects of story - suspense and empathy, tears and laughter, meaning and emotion - are rooted in the great as if. But when audiences or readers cannot believe as if, when they argue with the authenticity of your tale, they break out of the telling. In one case people sit in a theatre, sullen with anger, soaked in boredom; in the other, they simply toss your novel in the trash. In both cases, audiences and readers bad mouth you and your writing, inflicting the obvious damage on your career.
Bear in mind, however, that believability does not mean actuality.
The genres of non-realism, such as Fantasy, Sci-fi, Animation and the Musical, invent story worlds that could never actually exist. Instead, works such as THE PRINCESS BRIDE, THE MATRIX, FINDING NEMO and SOUTH PACIFIC create their own special versions of reality. No matter how bizarre some of these story worlds may be, they are internally true to themselves. Each story establishes its own one-of-a-kind rules for how things happen, its principles of time and space, of physical action and personal behavior. This is true even for works of avant-garde, postmodern ambition that deliberately call attention to the artificiality of their art. No matter what your story's unique fictional laws may be, once you establish them, the audience/reader will freely follow your telling as if it were real - so long as your laws of action and behavior are never broken.
Therefore, the key to believability is unified internal consistency. Whatever the genre, no matter your story's specific brand of realism or non-realism, your setting must be self-validating. You must give your story's setting in time, place and society enough detail to satisfy the audience/reader's natural curiosity about how things work in your world, and then your telling of the tale must stay true to its own rules of cause and effect. Once you have seduced the audience/reader into believing in the credibility of your story's setting as if it were actuality, you must not violate your own rules. Never give the audience/reader a reason to question the truth of your events, nor to doubt the motivations of your characters. ]
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http://www.storylink.com/article/321
Believability is such a key aspect of a story that one professor actually went so far as to construct a "believability" scale:
Plausibility
- I believe this story could be true.
- This story was plausible.
- This story seems to be true.
Completeness
- It was easy to follow the story from beginning to end.
- It was hard to follow this story.a
- If I were writing this story, I would have organized it differently.a
Consistency
- The information presented in this story was consistent.
- All of the facts in this story agreed with each other.
- The "consistency" of a story refers to the extent to which a story does not contradict itself or contradict other things you know to be true or false. How would you rate this story in terms of "consistency"?b
Coverage
- There was important information missing from this story.a
- There were lots of “holes” in this story.a
- The "coverage" of a story refers to the extent to which the story accounts for all of the information presented in the story. How would you rate this story in terms of "coverage"?b
aItem should be reverse-scored.
b7-point item with anchor points 1 = Very Low, 7 = Very High.
http://www.robertyale.com/nbs-12/
With this we can both measure the ending sequence or the story of ME3. And, depending on the score we see how believable the story or scene is. Look at the language of the arguments being presented. Personally, I would give low marks in Plausibility and Consistency.
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["While I do say that ME3 - and just about anything is really art - I can say that there is an objective difference between Objectively Good art and Objectively Bad art. And this difference does not apply to the Themes or concepts of the Art, but rather how it is executed or presented.
In that presentation - ME3 objectively failed."
Mmmmh... I really dislike the way your saying that (as if I was a child, while you're talking about something I'm working in for many years now). So before saying it's good or bad we have to see if the intention and the writing are coherent. If these two are coherent then if the reading doesn't see it, then it's the one who failed.]
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Sorry to make you uncomfortable, my writing is usually a bit direct. I try not to lecture but I do try to explain things as effectively as we can. I will try not to sound so aggressive in this reply. Now, to your argument. First off, you working in art or arts for years is a faulty argument. It is essentially saying that your notions hold more weight simply because of who you are and your history. Both the validity and the correctness of an argument are determined by the argument structure - not the person making it.
So, your notion is that if the intention and the writing are coherent, the writing is good. The latter part I would agree with but intention? Never judge something on what they intend to do. You certainly don't grade your students papers or projects based on what they intend do you? You grade them based on how well they show comprehension of the material you are teaching them. But, for the sake of discussion, let's use the Anglo-approved method of grading a story.
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[Text is a word that comes from "textus". Like the cloth it's made of many lines. One text is several possibilities.]
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We are not looking at the possibilities of the text, we are looking at how well it is reflects the intent and how coherent it is to the narrative that came before.
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[So let's take a look at Mass Effect :
It's a story about cycles and to break the cycles. But to break the cycle you need to step away, to see the big picture. Shepard in the end needs to get to a higher level to break the cycles (you can't break a circle when you're in the movement). That's why stories about brealing cycles (like the Snowpiercer, a film, or Bloodborne, ps4 game) are working on implicit endings. In the end the character is supposed to get to a higher level but if it's only the character, there's a problem of form : the story is a basic story about transcendance without the notion of transcendance being integrated to the story. For any seious writer, if you tell a story about transcendance, you have to make the reader/spectator/player get involved in that movement. Otherwise you completly fail in why you're telling that story.
So the ending of Mass Effect was based on implicit, just like the other stories about cycles. It's about implicit and paradox. So the ending is here to make the player think and imagine. So the ending is here to have Shepard who breaks the cycle and the last choice is the only one to get free, and the ending is here to have the player who make a choice and get free from the narration (which is the circle imposed by the storytellers, so the developers).
But if in the end, the high level is a conversation where all is explained just like the lower level, then there is no difference and you don't make the player get to a higher level. No difference between high level and Shepard's perception of the event before reaching the catalyst, this means that the reapers are not higher beings, they have the same perception than we have. In Mass Effect 1, Sovereign talked about the difference to perception, so it was implicitly about low and high level. So in the end you have to reach the high level to break the cycles.
That's why in the original ending you can't say to the A.I. that you refuse his choices : Shepard has to understand, the player has to understand. He can disagree, but the most important is to understand. It's quite similar to Alan Moore's Watchmen's ending : only the human perception refuse to understand and refuse to break the cycles.]
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Again Anglo, you are only paying attention to themes and concepts not so much on the narrative structure. While I do agree on themes they are not correlating to the structural issues (new characters, retcons, story events, etc) I have mentioned above and have mentioned so many times. We see that the writer intent (the themes) are expressed well and reflected in the ending. However, the way in which we see those themes presented to us is inconsistent with the series and breaks believability.
You are trying to use Implicit writing as your catch-all to write off any plotholes. Just saying "oh its implicit" and not giving the citation to HOW it is implicit is a bit pretentious if you ask me, but it is also a bit arrogant. As demonstrated in section one, the plot holes cannot be explained by any implicit statements as they (the implicit statements) do not exist and have no basis or reference to the lore that came before.
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[So the ending of Mass Effect was based on implicit, just like the other stories about cycles. It's about implicit and paradox. So the ending is here to make the player think and imagine. So the ending is here to have Shepard who breaks the cycle and the last choice is the only one to get free, and the ending is here to have the player who make a choice and get free from the narration]
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This is by far your most important statement in trying to justify why the ending is not poorly written and you are not wording it well at all. You still are citing themes and concepts - which is good - but you are not paying any attention to presentation and execution. Having a really cool concept (eg the catalyst or the choices or the ending cinematic) is great, but you NEED TO MAKE THAT CONCEPT FIT with what came before. This retains consistency and keeps believability. The concept of the catalyst and the ending colors is really great, the execution is not. God, said something similar to this in so many fewer words:
"I have no issue with the catalyst - I have issue with how it is presented, I have no issue with synthesis - I have issue with how it is presented"
The issue here is not the concepts or themes of the ending Anglo, it is the execution. You really need to remember that.
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[Oh that's quite harsh. I hope you understand that I'm usually arrogant only because most people here are very pretentious (they really overestimate themselves and their knowledge which are for most people just lessons or wikipedia).]
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Again, apologies for being a bit harsh. I am trying to work on how I word statements. And, to be fair, you are a bit correct. People do tend to overestimate themselves on the internet. But posting citations from wikipedia is no real evil (though I would prefer they post the citation from the source material wiki is pulling from). I tend to believe that no one should really act arrogant. Arrogance is a byproduct of small-man syndrome and fueled by ignorance. Confidence is fine but the line between confidence and arrogance is ignorance. Someone who is confident can reference what they are talking about and apply it to other topics or other concepts while still being open to the idea of something new. Arrogance is more or less just believing an opinion based on no citable sources. Don't be arrogant...that is not becoming of you. Your ability to interpret and catch onto themes is not becoming of someone who is or should be arrogant.
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[And indeed , I don't sell many books and I won't sell many books, in a way, we can say that it's because that's my choice. If I wanted to sell books, I would write novels, and I would write them in a way people are expecting it (i know how to do it). But I prefer to write and trying new possibilities of relation between non-narrative and narrative structures, I prefer to write in rewriting genre.]
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The sad truth here Anglo is that economics will trump art every time. I do understand and respect your ideas about experimenting with narrative structure and playing with the principles of writing. And, sadly, it is true that some stories will sell more than others or be more likeable than others. However, it is a bit over the top to say people won't enjoy your stories because they "don't get it". Writers should be free to write a story the way they want about what they want. They just need to remember to try their hardest to immerse the reader in the story and not break consistency.
One great example of playing with tough themes or people not enjoying a well executed work is Song of Ice and Fire. GRRM does a fantastic job in creating this fictional world and exploring the themes he sets down through the plot and the characters. However, there is one theme even I tend to get worried with: Sexuality. It is no mystery that the Song of Ice and Fire novels have a LOT of sexuality and a LOT of violence. It is inevitable that they will bleed into each other at some point. This does happen and rape is very very prominent in the books. Now, while many criticize the writing for using rape as a plot device, to be fair - the universe that GRRM built was derived from our history. He doesn't pull punches or tip-toes around these concepts. He addresses them head on. And, it is consistent with the universe he creates.
Here is his interview on the topic
http://www.theguardi...-reality-of-war
The re-writing genre is a cool concept and I do like to see experimentation, and its focus appears to be on new ways to present story genres (or present story objects and narrative no matter the genre). While I am all for this, the rewriting genre will - inevitably - fall into how well believability is maintained throughout the story. You can get creative with your art, just keep it consistent to itself and maintain good format/writing style. To the notion of you writing to other peoples interest...don't do this for the sake of doing it. If you begin a story with concepts that are artificial to you, it will be reflected in your work. Write what you want but keep the writing consistent with what you have written before. Breaking the illusion is tough to come back from, thus why you need a good editor and/or good peer review.
There are a number of well executed stories out there that I don't like. It doesn't mean they are bad or poorly executed, it just means they are not my cup of tea. The structure is there, the format is there, the themes are there - I just may not enjoy the genre or concept. This is fine Anglo, but to say that stories (or art) can and should be inconsistent - and that it is the audience's fault for not getting it- is not really the best thing. A story is only as good as the person writing it, and all the responsibility comes down to the author or screenwriter to create that story and execute it.
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[I do work like Nicolas Winding Refn. Writing in a experimental way doesn't mean that only very few people can appreciate. It's not because we're working on experimental structures that we don't want a large audience to appreciate.]
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Looking at Nicolas' work I can still see a lot of consistency with what he has already created, I do enjoy it - The Pusher movies and Valhalla Rising the most.
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[I actually dislike the "define your audience" because it sounds to me like "follow the recipe to please people and make money".]
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This is usually a first step. You start with what you want to write, then you try to understand how the genre presents that to the audience. While it isn't really neccessary to be leveraged in the final product, it is a good concept to undertand that people who enjoy reading biographical crime dramas would not be interested in a romantic period piece. A more apt phrase would rather be "Define your genre".
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[Sorry but for me it's more "write the story you want to tell, if you like it some peopel will like it too".]
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Write what you want to write is the first principle when starting to write a story. If you show talent in how you execute the story via the themes, characters and plot you will receive praise. If, however, you just throw in a lot of concepts to explore themes and those concepts are not consistent with the story you created before people will more often than not just leave your work on the shelf. This also applies to how you actually write, if your grammar is poor, your sentence structure is lacking, and your portrayal of characters is bland many will not really like your books. Personally, I find 50 Shades of Grey and Twilight to be the biggest offenders as they perpetrate what I call Narrative Manipulation. The concepts and themes are really great however, the characters, execution, and overall presentation of both these novels is so appalling that I couldn't even get through the entire books. If I had a gun to my head...I guess I would go with 50 Shades over Twilight...
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[But I know that writing is an industry, I just don't want it to be only that. I totally understand why some people write to make money and I don't blame them, I would do the same if I was living on my writing.]
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I know, but to be fair Anglo, everything is an industry these days. I don't like that companies will use what I create to remove jobs...but I cannot create or do anything else. However, you can still make money doing what you love. Write what you want to write, just keep it consistent with the rules you set up. IT Follows was a great example of what happens when you break the rules you created. Don't get me wrong, I like the film but I had a few immersion breaking moments that snapped me out of the story. Mainly because the story broke its own rules that it set down. And, sadly, ME3 did this as well (as did ME1 and ME2). The reason there is so much damn emphasis on ME3 is mostly because it is the finale, the most hyped, and the ending actually caused us to retroactively look at the entire series flaws once the illusion of choice was shattered.
Part 5: Summary
Now, while I do really love your take and perception of the themes of the story, I worry that you are only paying attention to those themes. A story (a good story) is graded and reviewed based on how immersive the content is and how well that content is portrayed and represented via the form. If the content is inconsistent or unbelievable to what came before or the form breaks believability you lose the willing participation of the audience for that segment of the story at least. This is not a good thing.
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[I wanted to show is that the writing of the ending is based on implicit, this explains :]
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This is represented in how the story came together thematically, however, some aspects of the content does not mix well with the others. And the form - while compressed and abstract - does not totally sync with the ME storytelling format. Though it isn't the form that breaks immersion, rather the content that is presented and how it is presented. The themes are there, the consistency is not. There are no in-universe explanations for the catalyst nor the problems it creates nor for synthesis just working, nor for the relays blowing up, nor for the squad mates teleporting, etc. The concepts and ideas behind these are great - and I do get it. I dislike the ending not because I "didn't get it" I understood pretty well the themes and reasons, I dislike it because how the execution and exploration of those themes and ideas contradicts established lore in the final act.
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[-the "speculations for everyone" on Mac Walters notes.]
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To be fair, this is fine. This is a great idea, however we should not have to speculate on lore consistency. Nor should we have to grasp at straws to retain coherence. Nor should bioware have to lead a subset of fans on into believing their headcanon will come true and the real ending will be revealed. When a reader rejects a piece of work for sound reasoning - fully understanding the concepts and themes behind it - the issue is not with the reader, but the writer. I have seen the "but my shepard died" argument many times and I don't agree with it - at all. The everyone wins scenario or conventional victory would be just as contrived as synthesis or the Normandy Evac (using the other ending but you get what I am saying). I am glad bioware gave us a heady and tough decision to end the series - though I do wish mechanically they did it a bit differently.
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[And that's something I really like. Everyone has played the same game but has played a different story. I mean in any other game where you have choices, you can talk about what you have chosen, but here you can go further and talk about how you interpret your story (with the implicit, the game became yours, it's not the choices that made the story personal).]
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Technically Anglo you can do this with any piece of work. I have some really cool ideas and interpretations of Far Cry 3, and that story (the second half) fell on its face in execution. Interpretation of themes is a great discussion. However, when you are discussing narrative inconsistencies...this is bad. Rather, when the narrative inconsistencies are a larger topic than the themes...this is bad.
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[When I talk about the "beings of light" with GalacticWolf5 I'm not trying to convince him. I just want to make him realise that it's all about implicit and it's an important clue.]
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Again, I love your imagination but you really do need to reference section one. The catalyst - as shown by how implicit writing works - as a character is never really reflected as an AI. Though I do grasp what you are trying to say. You are saying that the concepts - the themes - are there for the player to find and experience. However, as I have said, the issue is not the themes Anglo...it is the execution and how it is inconsistent with what came before.
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[-the ending is also about determinism, the entire trilogy is about that.]
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I do agree, both mechanically and narratively there is little difference between 1 and 2. However, upon reaching ME3, all our choices did - to bioware's credit - vastly change and impact our EMS score. Now, EMS had little effect in the gameplay in addition to the narrative. I chalk this up to a shortened development time. Bioware did do the best they could with the time they had. I can only imagine what would happen if they had 3 + years to develop, test, and finally release ME3. But, we have what we have...
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[Then we've got the cinematic of the choice that is almost the same for each choice in the original ending : the narration stay in a high level of perception but at the same time the music and what we know make us understand what is happening and what will happen at a lower scale (lower than cosmic).]
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Here is where you are starting to lose me. The highly similar ending cinematic screams rushed design. And, looking at what we know about the ME3 lore, how does the music mean the relay explosion doesn't kill everyone in the galaxy. If anything "An End Once and For All" directly implies that everyone is dead no matter what. However, then we get an eden planet and our squadmates magically surviving...because "lots of speculations from everyone". This is not a good writing technique. When an author wants the reader to fill in narrative gaps or inconsistencies, it is usually the sign of an inexperienced writer or someone just making an controversial ending for the sake of controversy.
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[And with this scene with no technology, with this kid asking when he will have the possibility to go to the stars, we have the impression that it's a "dark age" (from a technological point of view) that was implicitly made by the mass relays destruction.]
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What we get is not an implicit dark age from the relay destruction, we get a galactic holocaust. The reader is explicitly told and shown what happens when a relay blows up and then we are told breaking the cycle destroys the relays. Then we see - as per what was said - the relays being destroyed and the energy spreading throughout the start. Then we see the Normandy escaping...somehow...and landing on some planet somehow unravaged by the relay explosion (which covered the galaxy). Then we see squadmates that were with us at one moment and then not come out of the normandy then we get credits and then we get a stargazer scene (that somehow survived the relay explosion destroying all worlds) telling us life is a story. The concepts behind all of that is great, the execution is where we have issue. This snaps the reader out of suspension of disbelief via the inconsistencies that are being shown. You cannot and have not been able to remove these narrative inconsistencies by saying it is implicit or it is implicitly inferred. Implicit writing does not work like that. Implicit writing works by deriving itself from what is already known (eg the Nature of something). I gave examples to better illustrate my points. While the catalyst logic and themes it embodies are implicitly woven and represented in the ending, the character of the catalyst is not and it contradicts established lore, as does synthesis, as does much after what happens after the choice sadly.
Hopefully this will give you better perspective on my point of view and my general distaste for the ending. I am no fan of people pushing their headcanon as established lore - as you have mostly seen via my spats with a few IT'ers. In addition, I really hope you read through my citations on writing and writing structure - particularly Robert Mckee's stuff. It is really good. And finally, I do hope you try to become a writer - or at least start small with some sonnets or short stories. You have a wonderful imagination and analytical ability to see and express themes and concepts from a story. Just remember the primary Supreme rule of any kind of story (or art form really): Don't Break the Illusion!
Cheers!