Then how can you speak with such authority on the fact that the shipped endings are what Bioware wanted to do? You make good arguments for it elsewhere.
Because that's my job. But because I work in literature, I know where are the limits of the reader. There are things that are what the structure tells (the form is meaningful) and there are things that can't be said, just like what you're talking about (maybe they only have forgotten it, maybe they didn't have time... here there is nothing that can make anyone, except those who worked on Mass Effect 3's ending, explaining you the reason why there isn't all the LI).
I've (long ago) started to explain how complex is a text (the word itself shows the complexity). When you see something done systematically, there is an intention. We don't care if it's unconscious or not because writing is a process that includes both and in the end the text is the result of both. When you see a line that goes from the first till the end in a coherent way, moreover if it goes against the player's expectation, there is a strong intention. The ending was not improvised, it's impossible because it creates too many relation between themes and structures, that shows the intention. The structure was made to create that surprising ending.
Surely if the ending is what Bioware wanted to do, then those characters who appeared in the slides are those that Bioware wanted to be there.
You will notice that those characters are the most important or the most developed in Mass Effect 3's story. So yes those characters are those that Bioware wanted to be there. But I was answering the question : why there isn't all the LI?
Hey, I appreciate you finally added your two credits. It was an interesting read! That's a post that helps me understand where you're coming from, unlike some of the previous ones. However, the problem is that, whether true or not, I don't think it explains why the ending is good. I mean, I may analyse a whatever piece of fiction to death, break it all the way down to all its -isms, literary elements, tropes and what have you, but that alone doesn't mean quality. Particularly if at face value - and I know you're going to dislike me going there - there are things like the ridiculous evac scene, magical waves of light inserting DNA into people, the contradiction with the first game, etc. In a franchise that takes place in cold, brutal reality otherwise. If it looks botched when you take it literally - and judging by the reaction of so many fans it did and still does - then some higher meaning, if it is even there, means little. I'm not going to argue whether you're right or wrong because I have no proof for or against it and I'm cool with that. What I know is that a lot of players aren't going to drop reality, even if it barely makes sense - and you can see it even from the posts of the people who defend the ending here - and actively look for some sort of higher meaning and appreciate it just for the ropes behind it all. I think in the ideal scenario, there would be both higher meaning present as well as an ending without plotholes and contradictions (which have been explained into painful detail throughout this very thread). Because those are not mutually exclusive.
I'm quite busy but today I've got little time, that's why I post.
My post wasn't to prove that the ending was good or bad. I only explained why the original ending had this form/ structure. Such a structure isn't something you improvise or rush because the form fits the theme and message. Anyone has his opinion, people can like or dislike. Since the beginning, the only moment I post are when people who don't know what narration or literature come and talk about rules (that do not exist!) to try to justify their hate. A real criticism isn't what some here said. That's why there is and will always be a gap between amateur (even people who have been to university can be only amateur) and real critic. I don't care to sound arrogant, but when someone who only read few books (at best), or (worst) has learnt from internet (wikipedia, TVtropes etc... all amateur sources with for most part bad or wrong explanations, and some stupid concepts), and think he can do my job, yes that's irritating.
Anyway, no the higher level has been set since the first game. What you consider to be contradiction, I think, are paradoxes. If you listen to Sovereign there are paradoxes. When you listen to Harbinger, he also uses some paradoxes. The ending was supposed to be the apex of all that so it wasn't possible to have what you were expecting. The whole trilogy is a gradation of revelations. So in Mass Effect case you couldn't have an ending that was "high level" without being full of implicit, paradoxical and using some kind of retcon (what they are doing since Mass Effect 2).
You might dislike it, but the writing is coherent, it goes in the same direction since the first game (I'm not talking about the changes in the gameplay or the strong focus on the characters in Mass Effect, I'm talking about the overall writing).