From what I've read, they stand by the core game they made and were quite proud of their accomplishment. You guys? Not so much.
they are the developers of the game and are a division of its publishers. if they made a turd on a plate they'd stand by it. there's no commendation to be handed to them there for that. they had to. and its quite ridiculous to reproach people who simply voice their dislike of the endings.
i stand by the core game they made. because the core game in no way entails the last 15 minutes of me3. thanks to their lack of narrative coherence everything you did up to that point, was useless, meaningless, and by the biggest retconned space magic writing ever, were narrowed down into - not ABC endings which Hudson had said would not be in the game - it was channeled into the RGB endings.
apart from that everything else was wonderful.
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.
no it doesnt explain why it was good at all. it is a pathetic attempt to retroactively give meaning to what was done. You dont ever write like that. Never ever. The catalyst is the biggest a$$pull i've read and i mean i read manga dude, i've seen the kinda crap some mangaka pull out from nowhere that'll just make you shake your head and laugh.
And some how expecting what she says to have any meaning to anyone what isn't a far right hard core conservative.
The following is a good example of what you mean.
The original ending is what Bioware wanted to do. The extended cut is a compromise between what they wanted to do and what people needed to like it.
The original ending fits perfectly to the structure :
-first, the whole structure (in the macrostructure, the trilogy, and in the microstructure, Mass Effect 3) is more like a spiral (2/3, with an acceleration in the third part, and it goes faster and faster).
-second, Mac walters and casey Hudson talked about the high level of the catalyst scene. This notion is very important to understand the ending. When people refuse the "high level" (I'm not talking about you, I actually don't know what you think about it), it's the whole ending that they refuse. The catalyst scene is supposed to be a higher perception of things, which means that we are no longer in development of basic explanations, that's why the ending is based on implicit and paradoxes. It had to go against our perception of things. And it had to stay on this higher level, not to go back on the human scale of perception, that's why the narration goes higher and higher till it gets to the meta level (the stargazer scene with the idea that the game is a story told by someone).
-third, the writers and developers are not the stupid guys some people here want them to be. They know what breaking a cycle means. The cycle is determinism. But they also know that narration is determinism (when you tell a story you force the audience to follow you. Bioware know that when you give a choice, there is actually no freedom, you force the player to choose a path that was created.). So breaking the cycle is supposed to be creating freedom. But freedom isn't determinism. So when you impose a narration and the player is supposed to be free, there is a contradiction. That's why most of the (good) stories about breaking cycles do not have epilogue (I used snowpiercer and Bloodborne as very good examples). That's why they wanted "speculation for everyone", because they know that the game is a personal experience and the apex is the final choice and the consequences.
That's basically why the original ending had this form. Sure, because it goes against the habit of reading of most people, it created that reaction from a lot of people.
slurp slurp.





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