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I love Mass Effect 3 and its philosophical underpinnings


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#76
Eckswhyzed

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As you said, this is a discussion forum.  If you want an echo chamber of back-patting over how "deep" the endings of "a four year old game" are, I fear you are out of luck.  
 
I have posted several much longer posts in this very thread.  Why wait until now to jump on me?


I'd prefer back-patting to being outright dismissive - though to be fair, that was just the one reply.

Maybe it's my own posting habits, but if I ever felt the need to be as dismissive I think I just wouldn't post.

I guess I'm just surprised you're still around, and I was a little curious why.
  • angol fear aime ceci

#77
CosmicGnosis

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 Beccatoria, thank you for those fantastic posts.
 

As you said, this is a discussion forum.  If you want an echo chamber of back-patting over how "deep" the endings of "a four year old game" are, I fear you are out of luck.  

Instead, we have an echo chamber of how awful ME3 and BioWare are.


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#78
Ieldra

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 Beccatoria, thank you for those fantastic posts.
 

Instead, we have an echo chamber of how awful ME3 and BioWare are.

I went into considerable detail distinguishing the good from the bad parts.

 

Also, if I were to mention one - and not more - aspect I found absolutely awful, it wouldn't be the endings but Shepard's atrocious autodialogue that expressed character traits I hate, their canonical stupidity and contrived drama. The endings had potential, of which remains enough that we can have interesting debates about it, but they also had flaws with the weight of a black hole. Again and again, I think about what ME could've been in the hands of a competent writer and with better advance planning.


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#79
Ieldra

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Your position, as I understand it, is that there was too much uncertainty, or hinted negativity, for the ending to work in an existentialist fashion.

Not exactly. The problem is that the story isn't neutral. If the story were neutral with regard to which kind of thing we should consder good or bad, giving equal weight to both sides, there would actually be more uncertaintly if the ending didn't spell out what happened, but it would've left more space for my imagination. As I said in a post very early after ME3 came out, it's not the undefined things in the endings I didn't like but the defined ones: the dark age, the pastoral world with no technology where you end up, such things. If the story doesn't tell me the outcome, I have no problem imagining one for myself. However, ME3's original ending didn't do that. Instead it told me that on a thematic level, the endings will turn out badly. 

Firstly I suspect I reacted more favourably as I didn't interpret the endings in such a depressing fashion.  All three endings stop the Harvest.  It is true, none of the three endings allows your culture to remain completely unchanged, but one of my primary concerns was how they would resolve the Reaper threat without trivialising it.  The scale Mass Effect 3 asked me to buy into, I feel, demanded a fundamental paradigmatic shift in its resolution.  Destroy is the most bleak, I agree.  But I think it's fitting that at least one of them is.  And I find the possibilities of synthesis both terrifying and joyful.

They are, indeed, terrying and joyful - Interesting that you see that the same way as I do. My problem was that in the original ending, even Synthesis had that hint of a dark age. My impression was - consider the post-credits scene as part of the outcome - that Casey Hudson wanted this to be like a myth that might have played out in the past of a future civilization that hadn't reached the stars again as yet, only told as imperfectly as many of our own myths are because so much had been forgotten in the dark age. With some distance, I can even see the beauty of that, but at the time, it told me the ending destroyed everything I set out to save. That Shepard would die was foreshadowed for a very long time, and as opposed to others, I didn't exactly like that but I could live with it. Destroying galactic civilization, that was different. 

I know another common feeling is that the destruction of the relay network is very dark in its implications, but I thought three endings lined up pretty well on that front, when you consider that the relays were a malignant vine trellis created by the Reapers.  You have the politically nihilist reaction of destroy - "all symbols of our oppressors will be destroyed no matter the collateral damage" - you have the existentialist reaction of control - "things mean what we choose for them to mean, and we choose for the relays to be ours now, not theirs" - or the transhumanist response of synthesis - "the relays are no longer required, we will invent something better".

I wrote quite a bit about that, too, early after ME3 came out. I can dig up the post if you're interested. Interestingly enough, my motivation was to write against the dark age implied by the original endings. As for Synthesis, of course I like its transhumanist implications but I don't like the quasi-religious way it came about, and it betrays the transhumanist theme as much as it embraces it, since transhumanism tends to be a rather individualistic ideology, and transhumanists are rarely as strong in their assertions as when they say they don't want to force anyone to do anything to their own bodies.  
 

The cycle ends with death (Shepard's) and begins again with uncertainty, but also hope.  That's what the Eden imagery after the crash says to me.  We survived.  Your culture may not have survived completely intact (and I agree, the implications for its future vary wildly from ending to ending), but I don't feel, overall, the tone is bleak and terrible.

For me, the positive imagery was a problem. Above, I said the story, on a thematic level, told me some things I believe to be bad are good. This is one of them. I was told I should consider this dark age that destroyed everything I set out to save as a good thing. Something survived, yes, but that's a rather abstract concept. The story made me care about my civilization's life, not "something" in general. The Garden Eden imagery also suggested that now we can start anew from a state of technological innocence. Ugh. I really hated that because it meant that we'd forget the past along with losing most of our technology. 
 

I'd go further and say that what they did could only have been done via a game - via an interactive medium.  They spend so long establishing the rules of the universe and giving you feedback in various ways, and then you literally experience that being taken away from you at the most important moment.  The final, critical decision - what is the result of that?  You'll never definitively know.  What did it mean?  Nothing except what you choose for it to mean.

Yet again, I wrote quite a few things about how the future might look, and in fact, I chose my own meaning of Synthesis and wrote my own epilogue. It was a lot of work, and a lot of fun at times. The problem: all the time, I had the impression that I was fighting the writers. that exactly that which I extrapolated from one thematic side of the story, the other one told me wasn't intended. The pro-Destroy people are right in one thing: for 2.5 games, the story screamed "Destroy" in my ear at an annoyingly loud volume. I was so very relieved when we got different choices, but these unexpected possibilities, unfortunately, didn't counter enough of the weight of what came before. The ending told me Synthesis was a good outcome, but how could that be if earlier parts of the story left an outright anti-transhumanist impression? How could the story allow me to embrace radical advancement that changed what we are as desirable, when earlier parts of the story - between Miranda's genetic engineering and the genophage - were full of heavy-handed traditionalism? How could I embrace fast-tracked artificial evolution if the antagonists claimed the same theme for themselves?
 
That very uncertainty you mention allowed me that, so I rather appreciate it. The more defined parts of the story, however, did their best to kill what I drew from that with their dropped anvils.
 

I'd argue it worked too well.  Existentialism isn't a mainstream philosophy because a lot of people find its underlying concepts depressing.  People wanted...not necessarily a happy ending but a certain one.  Instead they got what they got, and they experienced it in a much more immersive way than they would have in a book or on film.  
 
I mean, clearly it didn't work for a lot of people, so perhaps you're right - perhaps it isn't something you should attempt in this medium.  But I also can't help but feel that going for something different would mean veering away from an ending where the experience of playing the game is integral to the experience of the narrative - this real symbiosis of form and function, and I can't help but feel that would be a shame.

I'm not quite familiar with existentialist philosophy, but if "there is no predefined meaning in the world" is one of its main precepts, then it's exactly what I believe. I make my own meaning, I don't need to be told what things mean by someone else. However, if you read or play a story, and attempt to determine what it might mean for you, you have to use the imagery and the themes the story presents to you, and I think it's very hard to write and present those in a way that doesn't suggest some meaning that exists in the minds of the writers. Also, the more experience of stories you have, the more you're conditioned by the meanings suggested by the use of certain tropes, and those meanings come across regardless of whether or not the writers are aware of them. Thus, my impression that I had to fight the writers in order to draw some non-depressing meaning from the story.
 

Oh - I haven't covered the Catalyst as an antagonist.  Here I suspect we just disagree.  I liked finding out what was actually going on (I mean, I played it first before Leviathan came out).  I liked that shift and reveal.  Then again, I also loved the technological themes in the games well before ME3 and was thrilled they were coming into play in full force in the ending.  I didn't feel that the Catalyst was necessarily any more inherently untrustworthy than TIM at the start of ME2.

No, he wasn't, but in ME2 you had the option to decide against TIM. In ME3  you didn't have the option to decide against the Catalyst until after the EC, and even then it was a bad option. With regard to technological themes, ME3 did some things right that its predessors didn't, but at the same time ME3 introduced that quasi-religious interpretation of sacrifice, both in the case of Legion and of Shepard, that IMO undermined the technological themes.  
 

I can read the Catalyst as a brutal response to a valid concern, or as an ironic example of unnecessarily creating the very thing that you feared.  I don't feel the game requires you to agree with it.  Again, like TIM, you may be acting for very different reasons, even if your goals, briefly, align.  
 
The choices you have are imperfect and you don't have enough time to decide.  You may not trust your source of information.  But you do have to decide anyway.  The whole set up feels dreamlike to me in a way that works for me and feels intentional.  It adds to the instability.

As with many things in the ending, the Catalyst is fascinating as a concept. I didn't have any problem wrapping my mind around the idea of a completely non-human godlike AI that acted on principles a human wouldn't be able to consider. On this level, the questionable morality of the ending choices wasn't just not a problem, but perfectly adequate to the entity that presented them to me. I can imagine myself in that situation, and the idea of having to make a decision under those circumstances is terrifying, but does not present a problem if what little you're told of the outcomes is coherent. However, it wasn't. In fact, the presentation of Synthesis in particular was of a kind that insulted my intellect. What happened then? I left the in-world perspective and switched into the storytelling perspective, and then the thematic inconsistencies of the story that were meaningless in the in-world perspective swooped down and exploded into my face.  
 
In the end, I think it would be most correct to say I have a love/hate relationship with the endings. I see their potential, and I can deal with the uncertainty, but I can make no choice without a sense of having been betrayed. Even that alone might have not soured me towards the story, but there are two other counts of having been betrayed: Shepard's characterization was taken from me and my favorite NPC's story and characterization went in a direction I hated. So, it was a bumpy ride, occasionally great, occasionally anything but, but I'm glad it's in the past.
  • thunderchild34, Eckswhyzed, beccatoria et 1 autre aiment ceci

#80
UpUpAway

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 Beccatoria, thank you for those fantastic posts.
 

Instead, we have an echo chamber of how awful ME3 and BioWare are.

 

Some of the posters here have openly indicated on other threads that they just can't get over being "hurt" about the endings. Sad as I think it is, that is their prerogative.  People who can't get over a hurt feeling also frequently have a tendency to want to drag everyone around them into that same sense of hurt.  Hence the origins of the old adage - "misery loves company." 

 

People also like to help others get over their grief.  Therefore, unfortunately, it is not surprising that any thread about ME3 or that even touches on ME3 seems to still devolve into these two "echo chamber" stances.

 

... and we wonder why many wars just never seem to settle anything :) (which in and of itself could be a philosophical underpinning of ME3's endings).


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#81
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Some of the posters here have openly indicated on other threads that they just can't get over being "hurt" about the endings. Sad as I think it is, that is their prerogative. People who can't get over a hurt feeling also frequently have a tendency to want to drag everyone around them into that same sense of hurt. Hence the origins of the old adage - "misery loves company."

People also like to help others get over their grief. Therefore, unfortunately, it is not surprising that any thread about ME3 or that even touches on ME3 seems to still devolve into these two "echo chamber" stances.

... and we wonder why many wars just never seem to settle anything :) (which in and of itself could be a philosophical underpinning of ME3's endings).


I'm not surprised that you project so many 'philosophies' on this game. Given how you 'see' things in people's statements that aren't there, it's no wonder you think ME3's story means so much.

This makes me think of something. When you mix a lot of dirt into a puddle of water, it's hard to say whether it's shallow or deep. You'll never know the difference until you stick your foot into it. Question is, why would honest story tellers 'muddy the waters'?

#82
UpUpAway

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I'm not surprised that you project so many 'philosophies' on this game. Given how you 'see' things in people's statements that aren't there, it's no wonder you think ME3's story means so much.

This makes me think of something. When you mix a lot of dirt into a puddle of water, it's hard to say whether it's shallow or deep. You'll never know the difference until you stick your foot into it. Question is, why would honest story tellers 'muddy the waters'?

 

When one of the very first conversations I had with lakus on this forum included a very specific reference he/she made to how the endings still negatively affect his/her experience with this game, I don't think I am "seeing anything that isn't there."   I also don't think that Bioware inserted so many varied poetical references into the game for absolutely no reason.  The game was, I believe, written with an intention to enable people to interpret it in many different ways... both with personal meaning and without it if they desire.

 

Better question, why have honest story tellers been muddying the waters of their fictional plots for generations?  Fact is, it has been done and it is currently being done and will likely continue to be done in the future.  That's what makes fiction not non-fiction.  Symbolism is also a long-used literary tool... as is "deus ex machina."

 

You certainly don't have to like it... but neither do I have to not like it.  If I wish, I can project as many philosophies into this game as I want... just as you can try to force limitations based on "your logic."



#83
CosmicGnosis

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I went into considerable detail distinguishing the good from the bad parts.

Oh, I don't consider you to be part of the echo chamber. Your position in all of this is unique, basically outside the mainstream. ;)



#84
Iakus

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They are, indeed, terrying and joyful - Interesting that you see that the same way as I do. My problem was that in the original ending, even Synthesis had that hint of a dark age. My impression was - consider the post-credits scene as part of the outcome - that Casey Hudson wanted this to be like a myth that might have played out in the past of a future civilization that hadn't reached the stars again as yet, only told as imperfectly as many of our own myths are because so much had been forgotten in the dark age. With some distance, I can even see the beauty of that, but at the time, it told me the ending destroyed everything I set out to save. That Shepard would die was foreshadowed for a very long time, and as opposed to others, I didn't exactly like that but I could live with it. Destroying galactic civilization, that was different. 
 

I do agree that ME3 was written to be some sort of Ragnarok for the setting.  The death of the old world and the birth of a new one.  I'm okay with that, even the hints of a dark age to follow (to my mind, the ending could use a little more of it)  What frosts me are the means by which we are forced to take to do so.

 

Also, yes, the religious allegory got rather heavy-handed and at times downright inappropriate.

 

I strongly disagree that Shepard's death was foreshadowed though.  I think it strongly depends on what sort of world-state you created. Forcing that outcome on Shepard regardless was, frankly a douche move on Bioware's part.  And strongly added to the narrative dissonance a lot of people felt.

 

 

 

 
For me, the positive imagery was a problem. Above, I said the story, on a thematic level, told me some things I believe to be bad are good. This is one of them. I was told I should consider this dark age that destroyed everything I set out to save as a good thing. Something survived, yes, but that's a rather abstract concept. The story made me care about my civilization's life, not "something" in general. The Garden Eden imagery also suggested that now we can start anew from a state of technological innocence. Ugh. I really hated that because it meant that we'd forget the past along with losing most of our technology.
 

That positive imagery was my problem with EC.  A dark age is not so bad for me in itself because, well things can and will improve.  Heck as far as I'm concerned the galaxy has been in a perpetual dark age ever since the Reapers came on the scene.  Seeing how civilization grows and changes would actually be kinda interesting.  But the price to be paid to stop the Reapers was simply awful for me.  And yet, people cheer.  The foundation for this new world is built upon what are, to me awful war crimes.  What is there to celebrate?  Simple survival?  That's not enough for me.  

 

 

 

Yet again, I wrote quite a few things about how the future might look, and in fact, I chose my own meaning of Synthesis and wrote my own epilogue. It was a lot of work, and a lot of fun at times. The problem: all the time, I had the impression that I was fighting the writers. that exactly that which I extrapolated from one thematic side of the story, the other one told me wasn't intended. The pro-Destroy people are right in one thing: for 2.5 games, the story screamed "Destroy" in my ear at an annoyingly loud volume. I was so very relieved when we got different choices, but these unexpected possibilities, unfortunately, didn't counter enough of the weight of what came before. The ending told me Synthesis was a good outcome, but how could that be if earlier parts of the story left an outright anti-transhumanist impression? How could the story allow me to embrace radical advancement that changed what we are as desirable, when earlier parts of the story - between Miranda's genetic engineering and the genophage - were full of heavy-handed traditionalism? How could I embrace fast-tracked artificial evolution if the antagonists claimed the same theme for themselves?

 

I wish I had that level of creativity.  I'd love to headcanon an ending where the Reapers are destroyed or driven out without annihilating an entire form of life.  But with the network down, the galaxy fragments and spends several centuries cut off from each other save through standard ftl.  I'd love to imagine a galaxy that was more an ocean dotted with islands of civilization (or lack of it) and see what new inventions necessity gave birth to.  With so many cultures growing in so many different directions, what wonders would this reshaped galaxy have created?   Would some advance, and others regress?  Would old hatreds die, or new ones blaze up?  How would the galaxy reunite (and they would, I'm sure, find a way)

 

But it doesn't allow for that.  Not without performing what to me is an awful, awful act 


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#85
Iakus

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As with many things in the ending, the Catalyst is fascinating as a concept. I didn't have any problem wrapping my mind around the idea of a completely non-human godlike AI that acted on principles a human wouldn't be able to consider. On this level, the questionable morality of the ending choices wasn't just not a problem, but perfectly adequate to the entity that presented them to me. I can imagine myself in that situation, and the idea of having to make a decision under those circumstances is terrifying, but does not present a problem if what little you're told of the outcomes is coherent. However, it wasn't. In fact, the presentation of Synthesis in particular was of a kind that insulted my intellect. What happened then? I left the in-world perspective and switched into the storytelling perspective, and then the thematic inconsistencies of the story that were meaningless in the in-world perspective swooped down and exploded into my face.  
 

One more thing:

 

I liked the Reapers more when there wasn't a Catalyst guiding them.  They were more alien, mysterious, and operating on a level beyond our comprehension.  The Catalyst brought them down to the level of malfunctioning machines.  Frankly, I am not even convinced the Catalyst is a true AI.  We have seen AI like EDI and the geth grow and adapt, change their programming to reflect changes in their situation.  The Catalyst just keeps mindlessly doing what it's doing even as it admits the solution no longer works.  Not to mention its logic is childish and its explanations little more than handwaves.  I'll take Harbinger, Sovereign, or even the Rannoch Raper any day.


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#86
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Better question, why have honest story tellers been muddying the waters of their fictional plots for generations?  Fact is, it has been done and it is currently being done and will likely continue to be done in the future.  That's what makes fiction not non-fiction.  Symbolism is also a long-used literary tool... as is "deus ex machina."

 

Deep waters appear dark and impenetrable enough due to their depth. They don't need spurious additions to show that. But if *you* need to add or remove things from the water to make it palatable enough for you, that's your right of course.

 

 

When one of the very first conversations I had with lakus on this forum included a very specific reference he/she made to how the endings still negatively affect his/her experience with this game, I don't think I am "seeing anything that isn't there."   I also don't think that Bioware inserted so many varied poetical references into the game for absolutely no reason.  The game was, I believe, written with an intention to enable people to interpret it in many different ways... both with personal meaning and without it if they desire.

 

You certainly don't have to like it... but neither do I have to not like it.  If I wish, I can project as many philosophies into this game as I want... just as you can try to force limitations based on "your logic."

 

You seem to be under the impression that me disliking something you like means I am trying to get you to dislike it as well. I don't think there has been any post here that criticizes people for liking the plot of ME3. But if you want to hide behind the 'right to like it' when it is criticized then that shows there isn't much of substance there in the first place. If there was, you would be defending the plot and its properties that enabled you to draw meaning from them rather than defend your own meaning (or your 'right' to draw meaning). This is important, because while everyone may not share your 'interpretations', everyone does share the base (plot that is shown) from which these 'interpretations' rise. And this base has to have strong foundations for the interpretations that rise from it to make sense.

 

The only thing I see in bait threads like this is emotional appeals to be allowed to like your interpretations whereas the issue has always been about the foundation that is riddled with cracks and holes. The moment *you* try to fill in concrete in these holes, you're no longer discussing something that is shared by everyone. Debate what is shown to everyone, not your interpretation.

 

Some stories are bad. If they weren't, every ham-fisted story in the world can get away with criticisms by pointing at random 'meanings' derived from it. Even if we were to say that quality of a story is subjective, don't expect everyone to like something you like and don't get personally offended if they don't do so.

 

When even simple statements like having pity for fans who played Mass Effect since 2007 is taken as an affront, you can expect me to think you 'see' things that aren't there.



#87
CosmicGnosis

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But with the network down, the galaxy fragments and spends several centuries cut off from each other save through standard ftl.  I'd love to imagine a galaxy that was more an ocean dotted with islands of civilization (or lack of it) and see what new inventions necessity gave birth to.  With so many cultures growing in so many different directions, what wonders would this reshaped galaxy have created?   Would some advance, and others regress?  Would old hatreds die, or new ones blaze up?  How would the galaxy reunite (and they would, I'm sure, find a way)

Okay, Iakus. That is a great idea.



#88
Ieldra

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But with the network down, the galaxy fragments and spends several centuries cut off from each other save through standard ftl. I'd love to imagine a galaxy that was more an ocean dotted with islands of civilization (or lack of it) and see what new inventions necessity gave birth to.  With so many cultures growing in so many different directions, what wonders would this reshaped galaxy have created?   Would some advance, and others regress?  Would old hatreds die, or new ones blaze up?  How would the galaxy reunite (and they would, I'm sure, find a way)

My I direct you to my old thread Out of the dark age: relays, ftl and rebuilding galactic civilization. "Islands of civilization" is how this would look for both post-Destroy and post-Synthesis galaxies. I don't see a reason why I should let the unpleasant aspects of the endings prevent me from envisioning an interesting future. After all, if you dislike what you had to do in the ending, a good future is the only way to reconcile you with it.

 

That vision is of course pre-EC, but it can be maintained for Destroy and Synthesis.



#89
UpUpAway

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Deep waters appear dark and impenetrable enough due to their depth. They don't need spurious additions to show that. But if *you* need to add or remove things from the water to make it palatable enough for you, that's your right of course.

 

 

I don't "need" to add anything... I don't "need" to demand that the writer remove anything either.  I can interpret what's there in anyway I see fit... and if I don't find myself going on about being "butt hurt" about it for 4 years, I think that's a good thing.. 

 

That way, I can leave the writing to the writer and enjoy it even IF they decide to employ long-standing literary techniques like "deus ex machina" because something like "deus ex machina" is and always has been merely a literary technique and we're talking about a work of fiction.  "Honest" writers have been employing "deus ex machina" since Greek myths and tragedies were first being written... that's fact not fiction. People have been interpreting and re-interpreting those ancient Greek tales in different ways ever since, while also employing a variety of different philosophies... that's also fact not fiction. 

 

Yes, "deus ex machina" now carries with it a lot of negativity.. but it's still regularly used in almost (nay, virtually) every single science fiction work I've read, played, or watched; and as long as writers are writing fiction and not non-fiction, I suspect it will continue to be used regularly... and I can accept that.  Can you?  I suspect, if anything, that interactive works of fiction, like ME, almost need to rely on things like "deus ex machina" more than sci-fi books and such BECAUSE they are intentionally leaving sufficient "plot holes' in the work to allow the player to make some of those choices they seem so anxious to be able to make.  Of course, I wouldn't prevent you from trying to go ahead and script your own interactive game plot and keep it factual and tight in all respects.  Heck, if you do, I would encourage you to market it and get it developed as well.  I'd look forward to playing it as well.  (Of course, you'd also have to step away from the concepts behind Mass Effect... because that license is already owned by Bioware.)



#90
Ieldra

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I don't "need" to add anything... I don't "need" to demand that the writer remove anything either.  I can interpret what's there in anyway I see fit... and if I don't find myself going on about being "butt hurt" about it for 4 years, I think that's a good thing.. 

 

That way, I can leave the writing to the writer and enjoy it even IF they decide to employ long-standing literary techniques like "deus ex machina" because something like "deus ex machina" is and always has been merely a literary technique and we're talking about a work of fiction.  "Honest" writers have been employing "deus ex machina" since Greek myths and tragedies were first being written... that's fact not fiction. People have been interpreting and re-interpreting those ancient Greek tales in different ways ever since, while also employing a variety of different philosophies... that's also fact not fiction. 

 

Yes, "deus ex machina" now carries with it a lot of negativity.. but it's still regularly used in almost (nay, virtually) every single science fiction work I've read, played, or watched; and as long as writers are writing fiction and not non-fiction, I suspect it will continue to be used regularly... and I can accept that.  Can you?  I suspect, if anything, that interactive works of fiction, like ME, almost need to rely on things like "deus ex machina" more than sci-fi books and such BECAUSE they are intentionally leaving sufficient "plot holes' in the work to allow the player to make some of those choices they seem so anxious to be able to make.  Of course, I wouldn't prevent you from trying to go ahead and script your own interactive game plot and keep it factual and tight in all respects.  Heck, if you do, I would encourage you to market it and get it developed as well.  I'd look forward to playing it as well.  (Of course, you'd also have to step away from the concepts behind Mass Effect... because that license is already owned by Bioware.)

Criticisms of the deus ex machina techniqure are actually as old as the technique itself, going back to ancient Greek drama and its theory. The interesting thing about ME was there was a *literal* deus ex machina (or rather more appropriately, deus est machina). I found this idea interesting and didn't mind it at all. What I did mind was that this supposedly super-intelligent AI god talked so much stupidity. Casey Hudson and Mac Walters said the very vague phrasing was a form of keeping the dialogue at a "high level", i.e. on the conceptual level without going into technical details. That is a valid technique, too, but phrases like "new DNA" (implied to be a hybrid organic and synthetic DNA, which can't exist without turning synthetics into organics for all intents and purposes), "final evolution of life" or "organic energy" showed all too well they had no idea of the concepts they made the Catalyst speak about. As I said elsewhere, it is a part of SF to extend science and technology into the unknown, but it'd better be reasonably correct about the things that we already know, unless the lore has established those aspects to be different in this particular universe. It would make little sense to criticize the ME universe for ignoring Einstein if it's intentionally built into the universe at a basic design level. All you can do - and I do - is to criticize the internal consistency of FTL theory in the ME universe, which basically didn't exist. On the other hand, biology is implied to work more or less as we know it, thus idiocies like the aforementioned terms coming out of the mouth of a supposedly very knowledgable being didn't just damage the integrity of the world, but showed all too well that the writers either didn't do their research or chose to jump on the bandwagon of public ignorance about these things. In either case, nothing else was more liable to make me lose any respect towards the writers I might have left after they attempted to destroy my character. 


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#91
beccatoria

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I was terse, but not inaccurate.

 

Unless you really want me to go in-depth how every ending choice was a violation of the galaxy  on some level.  Or the narrative dissonance on any but a narrow set of world-states.  The completely out of left field nature of the Crucible and the Catalyst.  The bizarre messianic attributes attributed to Shepard who, at the end of the day, was just a human.  The sense of utter futility I as a player got when I realized that my first playthru was the absolute best possible outcome after five years of constructing my Shepard.  And, as I said in my above answer, it sucked.

 

Your post was dismissive and contributed nothing to the ongoing discussion beyond presenting your dissenting opinion as absolute fact.  

 

You rocked up to yell "You're wrong!" and there is just no useful place we can go from there.  Even your next paragraph falls back on the broader reasons you disliked the ending rather than engaging with any of the specific thematic issues under discussion, such as uncertainty, existentialism, Nietzchean philosophy, transhumanism, and whether or not their implementation was successful, appropriate, or intentional.  

 

You didn't like it.  That's fine.  You don't think what I saw was intentional or well-executed.  That's fine.  

 

But when you show up to do nothing except remind everyone of your disdain for the opposing position, there's no useful place we can go from there.  That's not an invitation to discuss anything.  

 

Not exactly. The problem is that the story isn't neutral. If the story were neutral with regard to which kind of thing we should consder good or bad, giving equal weight to both sides, there would actually be more uncertaintly if the ending didn't spell out what happened, but it would've left more space for my imagination. As I said in a post very early after ME3 came out, it's not the undefined things in the endings I didn't like but the defined ones: the dark age, the pastoral world with no technology where you end up, such things. If the story doesn't tell me the outcome, I have no problem imagining one for myself. However, ME3's original ending didn't do that. Instead it told me that on a thematic level, the endings will turn out badly. 

 

Interesting - I think here is the crux of our disagreement as I felt then ending was neutral and didn't see the anti-intellectual, regressive message you saw about the possibilities of transhumanism and organic/synthetic relations.  

 

But I think I get why you feel that way.  I don't know if you watched the more recent Battlestar Galactica?  I adored that show until the ending betrayed everything I felt the show stood for as humans and robots were finally able to live together in peace, to an extent, but at the cost of joyfully embracing a regressive scheme to throw their ships and technology into the sun and a bunch of babble about brains outracing hearts.  I hated it.  Apparently I'm always going to be on the unpopular side of robot apocalypses starring Tricia Helfer.   ;)

 

Hopefully as I go through your answers I can explain why I felt the ending of Mass Effect was different and avoided a lot of those anti-intellectual pitfalls, but it is certainly possible that I felt differently because I was using Battlestar Galactica as a reference point.  

 

But I suppose the thing to note here is that I don't feel that either Control or Synthesis will necessarily lead to technological dark ages.  Control - in the original ending - was the only one where the animation cut off before the relay exploded, which, along with the Citadel not exploding, implied to me that the relay network was damaged, not destroyed.  Synthesis always felt as though the loss of the relay network would be counterbalanced by the unimaginable personal leaps in evolution/tech advancement in a way I struggle to think of as a "dark age" even if there's more difficulty in long-haul interstellar travel.  

 

 

 

They are, indeed, terrying and joyful - Interesting that you see that the same way as I do. My problem was that in the original ending, even Synthesis had that hint of a dark age. My impression was - consider the post-credits scene as part of the outcome - that Casey Hudson wanted this to be like a myth that might have played out in the past of a future civilization that hadn't reached the stars again as yet, only told as imperfectly as many of our own myths are because so much had been forgotten in the dark age. With some distance, I can even see the beauty of that, but at the time, it told me the ending destroyed everything I set out to save. That Shepard would die was foreshadowed for a very long time, and as opposed to others, I didn't exactly like that but I could live with it. Destroying galactic civilization, that was different.

 

Yes, absolutely.  People often talk about how Synthesis is immoral because you're forcing a change on nearly every sentient being.  But any choice Shepard makes at that point - including nothing - will affect every living being.  Synthesis, like transhumanism in the real world, is both fascinating and frightening, and I say that as something of a transhumanist myself.  In a sense my fascination with it is from an evolutionary perspective: I think it's inevitable.  Our evolutionary niche is tool-building.  Using our brains to create technology to compensate for our physical limitations is what we, as a species, have evolved to do.  Logically, the ultimate extension of that is us eventually creating a machine that no longer needs us and/or is capable of self-improvement, or incorporating technology into our physical existence on an increasingly radical basis.  The idea of being able to consciously direct our evolution rather than adapting generationally, without conscious planning, to our environment, is incredible, but also terrifying when we consider how poor our judgement has sometimes been, particularly with regards to medical ethics and economic justice when it comes to access to healthcare and technology.  But either eventuality is a paradigmatic shift that will change our civilisation as we know it.

 

I definitely read the final scene differently to you.  I mean it's deliberately vague - it's hard to know whether the old man is treating space like a fairytale because he's educating a young kid, and wants to impress on him the wonders and scope of space, or if it's because space has become something of a fairytale.  I suspect that's because it has to fit with all three endings.  You have to be able to believe that that's a Grandpa from an ending where the Reapers were destroyed and the galaxy plunged into a technological dark age.  You also have to be able to believe it's part-synthetic Grandpa who might be sharing illustrations of Shepard's story from historical documents wirelessly with his grandson via the nanotechnology in their bodies.  

 

But from my perspective, the old guy knows that there are billions of stars, orbited by planets, housing life.  This is a society at least as educationally advanced as 20th century Earth, possibly much more so.  If they wanted to hammer home that space travel was more or less lost, then his response to "when will I get to see the stars," would perhaps have been, "one day, I hope," not "one day, my sweet".  

 

I see the epilogue as deliberately flexible.  

 

 

 

I wrote quite a bit about that, too, early after ME3 came out. I can dig up the post if you're interested. Interestingly enough, my motivation was to write against the dark age implied by the original endings. As for Synthesis, of course I like its transhumanist implications but I don't like the quasi-religious way it came about, and it betrays the transhumanist theme as much as it embraces it, since transhumanism tends to be a rather individualistic ideology, and transhumanists are rarely as strong in their assertions as when they say they don't want to force anyone to do anything to their own bodies.

 

Absolutely, I'd be interested!  

 

I find your reaction to synthesis and its religious implications understandable, even though I don't entirely agree.  I say entirely because one of the biggest reasons I dislike the Extended Cut was the way it attempted to make synthesis seem like a less ethically complex decision.  I mean, I, personally, found it joyful and exhilarating but I'm aware - and my Shepard was aware - that she was making a huge determination with regards to the fate of, well, everyone, essentially without their consent.  But the game didn't baby us and hold our hands when we held the fate of the Krogan or the Geth or the Quarians, when we had to make unilateral decisions about their fate, and it didn't need to here either.  

 

Synthesis went from being an option which was presented without moral comment, except for the moral questions raised within Shepard herself (or her player), in the original version to being...  I don't know.  Some confused mess where the Catalyst tries to explain how it didn't work before because people "weren't ready" but "you" are ready now?  Like, does that mean Shepard is ready?  That the vast and diverse societies in the galaxy are all, magically, somehow ready because...that sounds nicer?  Some hearts-and-rainbows feel-good dodge?  It felt like the Catalyst might as well have pulled out a giant "NOT RAPE!" sign in response to all the offensively inappropriate comparisons* that were being made by the fandom at the time.  For me that's what shifted it into the realms of...not exactly messianic weirdness, but certainly something adjacent.  "Oh but it's different for you because you're just so special and awesome everyone'll be fine with it!"  It was...juvenile.  

 

(*I'm not trying to minimise the scope of the changes made to people or dismiss issues of bodily autonomy by saying those comparisons were offensive.  It's more I'm tired of shock-tactic comparisons to rape to the point I think it needs a Godwin's Law analogue.  We don't need it to express that we find something abhorrent, you know?)  

 

The overall messianic imagery I was okay with actually, but that's because I often enjoy it when religious imagery is used in science fiction narratives.  I find the juxtaposition interesting and generally feel like it's adding an interesting thematic layer and feel that the story subverts the imagery, rather than the reverse.  I also feel like the messianic imagery has been there for Shepard since the beginning.  You begin your adventures on a planet named Eden, which has been despoiled by the discovery of ancient, evil knowledge.  In ME2, you die, are resurrected, and must collect twelve disciples, all the while on the run from the Establishment for preaching "the truth".  Miranda arguably bears comparison to Mary Magdalene, the morally ambiguous figures who witnesses the messiah's resurrection, and is delivered from sin (Cerberus).  Legion is named for a collection of biblical demons, exorcised by Jesus - Legion ultimately ceases being a collection of (traditionally antagonistic) geth and becomes an individual under Shepard's guidance.  And of course, ME3 then ends with Shepard dying to save everyone along with Eden imagery, once again, for the survivors.  They also named the protagonist, "Shepard" - a title often given to Jesus.  It wasn't overwhelming, but it was definitely present.  

 

So...my personal feeling was that this wasn't a problem and also didn't represent a break from how it had been handled previously.  I didn't feel like Bioware were trying to tell a religious story.  I felt that they were using religious iconography in their science fiction story, and yes, that comes with certain resonances.  But this is something that works for me in other shows as well - for instance Terminator: the Sarah Connor Chronicles, and - up until the final episodes - Battlestar Galactica.

 

If you have seen BSG, then the following may help explain the difference as I see it.  At the end of BSG, it's revealed we are all descendants of the first human/robot hybrid child, but at the same time, the show carefully retconned or killed off every other human/robot child and shifted from suggesting she was the first of her generation, to suggesting she was a one-off, inexplicable miracle.  That, to me, shifted the story from one focused on evolution to one focused on intelligent design.  At that point it stopped being a story that used religious imagery in deliberate and interesting juxtaposition to its themes and became a story that was just plain-old using religious imagery to make its points.  Personally, I didn't feel Mass Effect made that same mistake.

 

For me, the positive imagery was a problem. Above, I said the story, on a thematic level, told me some things I believe to be bad are good. This is one of them. I was told I should consider this dark age that destroyed everything I set out to save as a good thing. Something survived, yes, but that's a rather abstract concept. The story made me care about my civilization's life, not "something" in general. The Garden Eden imagery also suggested that now we can start anew from a state of technological innocence. Ugh. I really hated that because it meant that we'd forget the past along with losing most of our technology.

 

Yet again, I wrote quite a few things about how the future might look, and in fact, I chose my own meaning of Synthesis and wrote my own epilogue. It was a lot of work, and a lot of fun at times. The problem: all the time, I had the impression that I was fighting the writers. that exactly that which I extrapolated from one thematic side of the story, the other one told me wasn't intended. The pro-Destroy people are right in one thing: for 2.5 games, the story screamed "Destroy" in my ear at an annoyingly loud volume. I was so very relieved when we got different choices, but these unexpected possibilities, unfortunately, didn't counter enough of the weight of what came before. The ending told me Synthesis was a good outcome, but how could that be if earlier parts of the story left an outright anti-transhumanist impression? How could the story allow me to embrace radical advancement that changed what we are as desirable, when earlier parts of the story - between Miranda's genetic engineering and the genophage - were full of heavy-handed traditionalism? How could I embrace fast-tracked artificial evolution if the antagonists claimed the same theme for themselves?

 

Well, as I said earlier, I have a lot of empathy for your stance because I was left in a similar position by the end of Battlestar Galactica - unable to accept what I felt was being presented to me as a happy ending as anything other than a tragedy.  Like you I also engaged in a project to refine the story to something I could live with, though in my case I created a fan edit of the final half of season four.  I also found it rewarding and fun in a lot of ways, but there was an omnipresent, sinking feeling that I was warring against authorial intention.  

 

I cannot explain why I reacted differently to Mass Effect 3's ending in a way I am fully satisfied with, because it comes down to simply not having read the previous thematic synthetic/organic conflicts in the series in such a proscribed, negative or traditionalist way.  But I wish I could pin it down more specifically than "that's not what I got out of it."  

 

Again we agree that it was exciting when we were suddenly offered choices other than destruction.  Because this was offered at such a crucial point - at a point that would contextualise much of what came before - I feel it is more heavily weighted in terms of the overall message.  In itself I feel that the option of something other than destruction, is a strike against reading Mass Effect as traditionalist in its messages on synthetic life.  

 

I felt the persistent techno-organic aspects of the story - including Miranda (and Grunt's) genetic engineering, the genophage, the quarian/geth conflict, humanity's brutal history with Biotic experiments (as exemplified by Jack and to a lesser extent Kaidan), the geth's repeated choice of the Reapers, Shepard's own cyborg body, EDI's unwitting violence as she achieved self-awareness, even Thane's death, caused by a disease that was ultimately the result of a climate change disaster...  It's a theme that saturates a huge amount of the series.  It's offset occasionally by undeniably positive examples, such as Joker and EDI's relationship, or potential quarian/geth symbiosis, but it's definitely the source of much of the conflict in the series as well.  

 

But in the same way that we can say that political differences are responsible for most wars, it's not the concept of a political opinion that is the issue, if only because we can't avoid having those.  It's how we react to and deal with those differences that matters.  

 

With my evolutionary take on transhumanism and our relationship to technology because we are tool-builders, I'd argue the same applies here.  We can't avoid the prevalence of technology in our lives, and it probably shouldn't be "death and taxes" it should be "death and technology".  Ever since we developed opposable thumbs, this is the basket in which we've placed all of our eggs.  Still, the end result is either our obsolescence or changing ourselves radically.  That creates inherent conflict.  The prevalence of these themes underscored, to me, that this was the central question of the game, but not what the correct reaction was.  

 

I felt the options we had in addressing the conflict were adequately wide-ranging not to impose moral judgement.  Destroy favours returning to our organic roots.  Synthesis favours embracing our synthetic future.  Control provides a policing mechanism powerful enough to maintain the status quo.  Thesis, synthesis, antithesis.  

 

I never understood the comparison of Saren's goals or the Reapers' methods with Synthesis because it seems to me self-evident that there's a huge gap between turning someone into a techno-zombie without free will, and giving someone a nanotech upgrade in a way that doesn't seem to affect their personality or autonomy.  To put it another way, I feel it's like saying an operation to remove an appendix before it bursts is the same as disembowling someone.  Both involve cutting up your midsection and pulling out some of your guts, but the purpose and context could not be more different.  

 

The Eden imagery I do find very interesting and I can see why it could play poorly.  But in the Synthesis ending, particularly, I feel that there's something very interesting going on in its juxtaposition with the very start of the game.  Eden Prime presents paradise doomed by technological "knowledge" in the form of the beacon.  Here technology (knowledge) is external and malignant.  Synthesis ends with a synthetic and a (now predominantly) organic couple positioned as Adam and Eve, in a new world where technology (knowledge) is literally painted across your skin; technology has been internalised and is not portrayed as a corrupting influence.  To me, at least, the visual message is that in breaking the cycle, we restart it in a healthier place.  This Eden does not demand the separation of technology and knowledge from innocence.  It is no longer a polluting force.  

 

 

 

That very uncertainty you mention allowed me that, so I rather appreciate it. The more defined parts of the story, however, did their best to kill what I drew from that with their dropped anvils.
I'm not quite familiar with existentialist philosophy, but if "there is no predefined meaning in the world" is one of its main precepts, then it's exactly what I believe. I make my own meaning, I don't need to be told what things mean by someone else. However, if you read or play a story, and attempt to determine what it might mean for you, you have to use the imagery and the themes the story presents to you, and I think it's very hard to write and present those in a way that doesn't suggest some meaning that exists in the minds of the writers. Also, the more experience of stories you have, the more you're conditioned by the meanings suggested by the use of certain tropes, and those meanings come across regardless of whether or not the writers are aware of them. Thus, my impression that I had to fight the writers in order to draw some non-depressing meaning from the story.
 

 

In terms of literary criticism I have a lot of time for reader-response theory, which holds that the intentions of an author aren't as important as the reader's perceptions of them.  I'm sure that part of my ability to embrace that uncertainty is related to my perceptions of their intentions too.  

 

Though it does raise an interesting question.  If we both believe that "there is no predefined meaning in the world" (which yes, is one of major pillars of existentialism), but we also believe that a story will always hold signifiers dropped - intentionally or otherwise - by the author, is it possible to tell a story that engages with the idea of meaninglessness?  If it isn't, and if that's a major feature of our universe, that's...a strange situation to be in, given the function of stories in our society as things that help us discuss and form opinions on our world.  

 

For myself, that's why I found it so interesting that this was replicated in the mechanics.  In the way that the guidance system of paragon/renegade and confirmation of consequence were removed.  Because - at least to an extent - that forces the experience to exist within us, rather than in anything from the author.  

 

 

 

No, he wasn't, but in ME2 you had the option to decide against TIM. In ME3  you didn't have the option to decide against the Catalyst until after the EC, and even then it was a bad option. With regard to technological themes, ME3 did some things right that its predessors didn't, but at the same time ME3 introduced that quasi-religious interpretation of sacrifice, both in the case of Legion and of Shepard, that IMO undermined the technological themes.
As with many things in the ending, the Catalyst is fascinating as a concept. I didn't have any problem wrapping my mind around the idea of a completely non-human godlike AI that acted on principles a human wouldn't be able to consider. On this level, the questionable morality of the ending choices wasn't just not a problem, but perfectly adequate to the entity that presented them to me. I can imagine myself in that situation, and the idea of having to make a decision under those circumstances is terrifying, but does not present a problem if what little you're told of the outcomes is coherent. However, it wasn't. In fact, the presentation of Synthesis in particular was of a kind that insulted my intellect. What happened then? I left the in-world perspective and switched into the storytelling perspective, and then the thematic inconsistencies of the story that were meaningless in the in-world perspective swooped down and exploded into my face.
In the end, I think it would be most correct to say I have a love/hate relationship with the endings. I see their potential, and I can deal with the uncertainty, but I can make no choice without a sense of having been betrayed. Even that alone might have not soured me towards the story, but there are two other counts of having been betrayed: Shepard's characterization was taken from me and my favorite NPC's story and characterization went in a direction I hated. So, it was a bumpy ride, occasionally great, occasionally anything but, but I'm glad it's in the past.

 

I don't think I have anything to add here that I haven't already covered in my monster reply, but I did want to thank you for taking the time to write such a detailed and thoughtful response.  Your feelings on the way synthesis was presented as superficially progressive, but subtextually regressive, for instance, were particularly interesting.  


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#92
UpUpAway

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Criticisms of the deus ex machina techniqure are actually as old as the technique itself, going back to ancient Greek drama and its theory. The interesting thing about ME was there was a *literal* deus ex machina (or rather more appropriately, deus est machina). I found this idea interesting and didn't mind it at all. What I did mind was that this supposedly super-intelligent AI god talked so much stupidity. Casey Hudson and Mac Walters said the very vague phrasing was a form of keeping the dialogue at a "high level", i.e. on the conceptual level without going into technical details. That is a valid technique, too, but phrases like "new DNA", "final evolution of life" or "organic energy" showed all too well they had no idea of the concepts they made the Catalyst speak about. As I said elsewhere, it is a part of SF to extend science and technology into the unknown, but it'd better be reasonably correct about the things that we already know, unless the lore has established those aspects to be different in this particular universe. It would make little sense to criticize the ME universe for ignoring Einstein if it's intentionally built into the universe at a basic design level. All you can do - and I do - is to criticize the internal consistency of FTL theory in the ME universe, which basically didn't exist. On the other hand, biology is implied to work more or less as we know it, thus idiocies like the aforementioned terms coming out of the mouth of a supposedly very knowledgable being didn't just damage the integrity of the world, but showed all too well that the writers either didn't do their research or chose to jump on the bandwagon of public ignorance about these things. In either case, nothing else was more liable to make me lose any respect towards the writers I might have left after they destroyed my character. 

 

I agree.  I found it an interesting use of and "commentary on" the concept of deus ex machnina.  It was not perfectly executed to be sure... but it was an interesting "twist" on the ongoing criticisms of the technique nonetheless.  I'll probably get accused for reading too much into it again... but I think Bioware also deliberately inserted a number of "tongue-in-cheek" nods to sci-fi writing in the series.  Also, I agree that sci-fi authors have a real challenge trying to address increasingly complex scientific principles within their works... they are writers after all, not quantum physicists.  Does it bode the eventual doom of the genre... I honestly don't know.  All I know is I still enjoy it.

 

Addressing the last line - I don't tend of think about it as "destroying MY character."  Shepard was always their character.  Yes, I was allowed to make modifications to him/her (and I enjoyed that), but always only within whatever limits they chose to set... and yes, they also had a right to change or twist those limits and also use them to "complete" whatever "story" they were trying to tell me.  I never expected them to write a story devoid of ever putting their own "slant" on things... It just wouldn't be much of a story if they had.  If I'm going to write my own story, I'd also rather just start with a completely blank slate and not try to structure my story and my characters inside someone else's framework.

 

I do perceive that, either by intent or accident, they have left themselves a loop that could enable them to write ME:A after ME3.  That is, there is a persistent idea throughout ME3 that, even though the characters all assume the crucible is "some sort of weapon"; they all admit to the situation that "we really don't know what it does."  They also inserted imagery that suggests that Shepard could have died before "choosing" anything (and I believe this was intentional on their part).  In my opinion, this opens up a possible "deus ex machina" scenario where the machine just doesn't do what anybody expected it to do.

 

Maybe I'm in the minority... but that possibility just doesn't upset me nor will I be upset if they do something else at this point with their story and their characters.



#93
Iakus

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My I direct you to my old thread Out of the dark age: relays, ftl and rebuilding galactic civilization. "Islands of civilization" is how this would look for both post-Destroy and post-Synthesis galaxies. I don't see a reason why I should let the unpleasant aspects of the endings prevent me from envisioning an interesting future. After all, if you dislike what you had to do in the ending, a good future is the only way to reconcile you with it.

 

That vision is of course pre-EC, but it can be maintained for Destroy and Synthesis.

I respectfully disagree.  As such reasoning comes down to "the ends justify the means" which I do not hold to.  

 

The destruction of the relays is something I believed would be part of stopping the Reapers going back as far as ME1.  And I was fine with that.  Change would require sacrifice, that was a given.  But the sacrifices demanded for each of the endings (gone into in excruciating detail elsewhere) are things I find far, far worse than "just" plunging the galaxy into a dark age. 



#94
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Your post was dismissive and contributed nothing to the ongoing discussion beyond presenting your dissenting opinion as absolute fact.  

 

You rocked up to yell "You're wrong!" and there is just no useful place we can go from there.  Even your next paragraph falls back on the broader reasons you disliked the ending rather than engaging with any of the specific thematic issues under discussion, such as uncertainty, existentialism, Nietzchean philosophy, transhumanism, and whether or not their implementation was successful, appropriate, or intentional.  

 

You didn't like it.  That's fine.  You don't think what I saw was intentional or well-executed.  That's fine.  

 

But when you show up to do nothing except remind everyone of your disdain for the opposing position, there's no useful place we can go from there.  That's not an invitation to discuss anything.  

 

 

Interesting - I think here is the crux of our disagreement as I felt then ending was neutral and didn't see the anti-intellectual, regressive message you saw about the possibilities of transhumanism and organic/synthetic relations.  

 

But I think I get why you feel that way.  I don't know if you watched the more recent Battlestar Galactica?  I adored that show until the ending betrayed everything I felt the show stood for as humans and robots were finally able to live together in peace, to an extent, but at the cost of joyfully embracing a regressive scheme to throw their ships and technology into the sun and a bunch of babble about brains outracing hearts.  I hated it.  Apparently I'm always going to be on the unpopular side of robot apocalypses starring Tricia Helfer.   ;)

 

Hopefully as I go through your answers I can explain why I felt the ending of Mass Effect was different and avoided a lot of those anti-intellectual pitfalls, but it is certainly possible that I felt differently because I was using Battlestar Galactica as a reference point.  

 

But I suppose the thing to note here is that I don't feel that either Control or Synthesis will necessarily lead to technological dark ages.  Control - in the original ending - was the only one where the animation cut off before the relay exploded, which, along with the Citadel not exploding, implied to me that the relay network was damaged, not destroyed.  Synthesis always felt as though the loss of the relay network would be counterbalanced by the unimaginable personal leaps in evolution/tech advancement in a way I struggle to think of as a "dark age" even if there's more difficulty in long-haul interstellar travel.  

 

 

Yes, absolutely.  People often talk about how Synthesis is immoral because you're forcing a change on nearly every sentient being.  But any choice Shepard makes at that point - including nothing - will affect every living being.  Synthesis, like transhumanism in the real world, is both fascinating and frightening, and I say that as something of a transhumanist myself.  In a sense my fascination with it is from an evolutionary perspective: I think it's inevitable.  Our evolutionary niche is tool-building.  Using our brains to create technology to compensate for our physical limitations is what we, as a species, have evolved to do.  Logically, the ultimate extension of that is us eventually creating a machine that no longer needs us and/or is capable of self-improvement, or incorporating technology into our physical existence on an increasingly radical basis.  The idea of being able to consciously direct our evolution rather than adapting generationally, without conscious planning, to our environment, is incredible, but also terrifying when we consider how poor our judgement has sometimes been, particularly with regards to medical ethics and economic justice when it comes to access to healthcare and technology.  But either eventuality is a paradigmatic shift that will change our civilisation as we know it.

 

I definitely read the final scene differently to you.  I mean it's deliberately vague - it's hard to know whether the old man is treating space like a fairytale because he's educating a young kid, and wants to impress on him the wonders and scope of space, or if it's because space has become something of a fairytale.  I suspect that's because it has to fit with all three endings.  You have to be able to believe that that's a Grandpa from an ending where the Reapers were destroyed and the galaxy plunged into a technological dark age.  You also have to be able to believe it's part-synthetic Grandpa who might be sharing illustrations of Shepard's story from historical documents wirelessly with his grandson via the nanotechnology in their bodies.  

 

But from my perspective, the old guy knows that there are billions of stars, orbited by planets, housing life.  This is a society at least as educationally advanced as 20th century Earth, possibly much more so.  If they wanted to hammer home that space travel was more or less lost, then his response to "when will I get to see the stars," would perhaps have been, "one day, I hope," not "one day, my sweet".  

 

I see the epilogue as deliberately flexible.  

 

 

Absolutely, I'd be interested!  

 

I find your reaction to synthesis and its religious implications understandable, even though I don't entirely agree.  I say entirely because one of the biggest reasons I dislike the Extended Cut was the way it attempted to make synthesis seem like a less ethically complex decision.  I mean, I, personally, found it joyful and exhilarating but I'm aware - and my Shepard was aware - that she was making a huge determination with regards to the fate of, well, everyone, essentially without their consent.  But the game didn't baby us and hold our hands when we held the fate of the Krogan or the Geth or the Quarians, when we had to make unilateral decisions about their fate, and it didn't need to here either.  

 

Synthesis went from being an option which was presented without moral comment, except for the moral questions raised within Shepard herself (or her player), in the original version to being...  I don't know.  Some confused mess where the Catalyst tries to explain how it didn't work before because people "weren't ready" but "you" are ready now?  Like, does that mean Shepard is ready?  That the vast and diverse societies in the galaxy are all, magically, somehow ready because...that sounds nicer?  Some hearts-and-rainbows feel-good dodge?  It felt like the Catalyst might as well have pulled out a giant "NOT RAPE!" sign in response to all the offensively inappropriate comparisons* that were being made by the fandom at the time.  For me that's what shifted it into the realms of...not exactly messianic weirdness, but certainly something adjacent.  "Oh but it's different for you because you're just so special and awesome everyone'll be fine with it!"  It was...juvenile.  

 

(*I'm not trying to minimise the scope of the changes made to people or dismiss issues of bodily autonomy by saying those comparisons were offensive.  It's more I'm tired of shock-tactic comparisons to rape to the point I think it needs a Godwin's Law analogue.  We don't need it to express that we find something abhorrent, you know?)  

 

The overall messianic imagery I was okay with actually, but that's because I often enjoy it when religious imagery is used in science fiction narratives.  I find the juxtaposition interesting and generally feel like it's adding an interesting thematic layer and feel that the story subverts the imagery, rather than the reverse.  I also feel like the messianic imagery has been there for Shepard since the beginning.  You begin your adventures on a planet named Eden, which has been despoiled by the discovery of ancient, evil knowledge.  In ME2, you die, are resurrected, and must collect twelve disciples, all the while on the run from the Establishment for preaching "the truth".  Miranda arguably bears comparison to Mary Magdalene, the morally ambiguous figures who witnesses the messiah's resurrection, and is delivered from sin (Cerberus).  Legion is named for a collection of biblical demons, exorcised by Jesus - Legion ultimately ceases being a collection of (traditionally antagonistic) geth and becomes an individual under Shepard's guidance.  And of course, ME3 then ends with Shepard dying to save everyone along with Eden imagery, once again, for the survivors.  They also named the protagonist, "Shepard" - a title often given to Jesus.  It wasn't overwhelming, but it was definitely present.  

 

So...my personal feeling was that this wasn't a problem and also didn't represent a break from how it had been handled previously.  I didn't feel like Bioware were trying to tell a religious story.  I felt that they were using religious iconography in their science fiction story, and yes, that comes with certain resonances.  But this is something that works for me in other shows as well - for instance Terminator: the Sarah Connor Chronicles, and - up until the final episodes - Battlestar Galactica.

 

If you have seen BSG, then the following may help explain the difference as I see it.  At the end of BSG, it's revealed we are all descendants of the first human/robot hybrid child, but at the same time, the show carefully retconned or killed off every other human/robot child and shifted from suggesting she was the first of her generation, to suggesting she was a one-off, inexplicable miracle.  That, to me, shifted the story from one focused on evolution to one focused on intelligent design.  At that point it stopped being a story that used religious imagery in deliberate and interesting juxtaposition to its themes and became a story that was just plain-old using religious imagery to make its points.  Personally, I didn't feel Mass Effect made that same mistake.

 

 

Well, as I said earlier, I have a lot of empathy for your stance because I was left in a similar position by the end of Battlestar Galactica - unable to accept what I felt was being presented to me as a happy ending as anything other than a tragedy.  Like you I also engaged in a project to refine the story to something I could live with, though in my case I created a fan edit of the final half of season four.  I also found it rewarding and fun in a lot of ways, but there was an omnipresent, sinking feeling that I was warring against authorial intention.  

 

I cannot explain why I reacted differently to Mass Effect 3's ending in a way I am fully satisfied with, because it comes down to simply not having read the previous thematic synthetic/organic conflicts in the series in such a proscribed, negative or traditionalist way.  But I wish I could pin it down more specifically than "that's not what I got out of it."  

 

Again we agree that it was exciting when we were suddenly offered choices other than destruction.  Because this was offered at such a crucial point - at a point that would contextualise much of what came before - I feel it is more heavily weighted in terms of the overall message.  In itself I feel that the option of something other than destruction, is a strike against reading Mass Effect as traditionalist in its messages on synthetic life.  

 

I felt the persistent techno-organic aspects of the story - including Miranda (and Grunt's) genetic engineering, the genophage, the quarian/geth conflict, humanity's brutal history with Biotic experiments (as exemplified by Jack and to a lesser extent Kaidan), the geth's repeated choice of the Reapers, Shepard's own cyborg body, EDI's unwitting violence as she achieved self-awareness, even Thane's death, caused by a disease that was ultimately the result of a climate change disaster...  It's a theme that saturates a huge amount of the series.  It's offset occasionally by undeniably positive examples, such as Joker and EDI's relationship, or potential quarian/geth symbiosis, but it's definitely the source of much of the conflict in the series as well.  

 

But in the same way that we can say that political differences are responsible for most wars, it's not the concept of a political opinion that is the issue, if only because we can't avoid having those.  It's how we react to and deal with those differences that matters.  

 

With my evolutionary take on transhumanism and our relationship to technology because we are tool-builders, I'd argue the same applies here.  We can't avoid the prevalence of technology in our lives, and it probably shouldn't be "death and taxes" it should be "death and technology".  Ever since we developed opposable thumbs, this is the basket in which we've placed all of our eggs.  Still, the end result is either our obsolescence or changing ourselves radically.  That creates inherent conflict.  The prevalence of these themes underscored, to me, that this was the central question of the game, but not what the correct reaction was.  

 

I felt the options we had in addressing the conflict were adequately wide-ranging not to impose moral judgement.  Destroy favours returning to our organic roots.  Synthesis favours embracing our synthetic future.  Control provides a policing mechanism powerful enough to maintain the status quo.  Thesis, synthesis, antithesis.  

 

I never understood the comparison of Saren's goals or the Reapers' methods with Synthesis because it seems to me self-evident that there's a huge gap between turning someone into a techno-zombie without free will, and giving someone a nanotech upgrade in a way that doesn't seem to affect their personality or autonomy.  To put it another way, I feel it's like saying an operation to remove an appendix before it bursts is the same as disembowling someone.  Both involve cutting up your midsection and pulling out some of your guts, but the purpose and context could not be more different.  

 

The Eden imagery I do find very interesting and I can see why it could play poorly.  But in the Synthesis ending, particularly, I feel that there's something very interesting going on in its juxtaposition with the very start of the game.  Eden Prime presents paradise doomed by technological "knowledge" in the form of the beacon.  Here technology (knowledge) is external and malignant.  Synthesis ends with a synthetic and a (now predominantly) organic couple positioned as Adam and Eve, in a new world where technology (knowledge) is literally painted across your skin; technology has been internalised and is not portrayed as a corrupting influence.  To me, at least, the visual message is that in breaking the cycle, we restart it in a healthier place.  This Eden does not demand the separation of technology and knowledge from innocence.  It is no longer a polluting force.  

 

 

In terms of literary criticism I have a lot of time for reader-response theory, which holds that the intentions of an author aren't as important as the reader's perceptions of them.  I'm sure that part of my ability to embrace that uncertainty is related to my perceptions of their intentions too.  

 

Though it does raise an interesting question.  If we both believe that "there is no predefined meaning in the world" (which yes, is one of major pillars of existentialism), but we also believe that a story will always hold signifiers dropped - intentionally or otherwise - by the author, is it possible to tell a story that engages with the idea of meaninglessness?  If it isn't, and if that's a major feature of our universe, that's...a strange situation to be in, given the function of stories in our society as things that help us discuss and form opinions on our world.  

 

For myself, that's why I found it so interesting that this was replicated in the mechanics.  In the way that the guidance system of paragon/renegade and confirmation of consequence were removed.  Because - at least to an extent - that forces the experience to exist within us, rather than in anything from the author.  

 

 

I don't think I have anything to add here that I haven't already covered in my monster reply, but I did want to thank you for taking the time to write such a detailed and thoughtful response.  Your feelings on the way synthesis was presented as superficially progressive, but subtextually regressive, for instance, were particularly interesting.  

 

Geez, I wish I could explain myself as well as you do. :)



#95
Ieldra

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I agree.  I found it an interesting use of and "commentary on" the concept of deus ex machnina.  It was not perfectly executed to be sure... but it was an interesting "twist" on the ongoing criticisms of the technique nonetheless.  I'll probably get accused for reading too much into it again... but I think Bioware also deliberately inserted a number of "tongue-in-cheek" nods to sci-fi writing in the series.  Also, I agree that sci-fi authors have a real challenge trying to address increasingly complex scientific principles within their works... they are writers after all, not quantum physicists.  Does it bode the eventual doom of the genre... I honestly don't know.  All I know is I still enjoy it.

Obviously, SF needn't be hard in order to be enjoyable and mind-engaging. I've read a lot of SF over the years, some of it as soft as butter in the sun. Good writers, however, know where they're ignorant and don't get specific in those areas. One of my most favorite writers tends to get rather specific about the biology of some of her alien species, and it's a lot of fun reading that because she's a biologist, and her inventions have enormous appeal because they're both strange and plausible. On the other hand, her stories are softer in the areas of physics and military technology, but that works fine because those are not main themes in her stories and she never gets specific in those areas except in the fictional parts she invented for her universe.

Conversely, the story of ME touches well-known biological concepts rather often - with regard to Cerberus' experiments, the genophage, and the Synthesis ending by implication, to say nothing about inter-species sexual attraction (ugh) but at the same time, it's so full of biological nonsense that you feel the BS coming out of your ears if you're at least a little knowledgeable about the subject. The physics of the ME universe are inconsistent and full of BS too, and I can get passionate about that as well, but inconsistent physics matter less because they're just a vehicle for the story, there to keep the world functional, and not used by the story much.

As a result, I have lost all respect for the writers responsible for the biological BS (I suspect Mac Walters is the main offender). I've never, ever read a book - SF or otherwise - whose author showed such a blatant disregard and ignorance of the subject and still attempted to speak about it in a way meaningful for the story. I say either do your research or don't make it a theme in your story.
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#96
UpUpAway

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Obviously, SF needn't be hard in order to be enjoyable and mind-engaging. I've read a lot of SF over the years, some of it as soft as butter in the sun. Good writers, however, know where they're ignorant and don't get specific in those areas. One of my most favorite writers tends to get rather specific about the biology of some of her alien species, and it's a lot of fun reading that because she's a biologist, and her inventions have enormous appeal because they're both strange and plausible. On the other hand, her stories are softer in the areas of physics and military technology, but that works fine because those are not main themes in her stories and she never gets specific in those areas except in the fictional parts she invented for her universe.

Conversely, the story of ME touches well-known biological concepts rather often - with regard to Cerberus' experiments, the genophage, and the Synthesis ending by implication, to say nothing about inter-species sexual attraction (ugh) but at the same time, it's so full of biological nonsense that you feel the BS coming out of your ears if you're at least a little knowledgeable about the subject. The physics of the ME universe are inconsistent and full of BS too, and I can get passionate about that as well, but inconsistent physics matter less because they're just a vehicle for the story, there to keep the world functional, and not used by the story much.

As a result, I have lost all respect for the writers responsible for the biological BS (I suspect Mac Walters is the main offender). I've never, ever read a book - SF or otherwise - whose author showed such a blatant disregard and ignorance of the subject and still attempted to speak about it in a way meaningful for the story. I say either do your research or don't make it a theme in your story.

 

Part of me though does wonder whether it's ME or the fans of ME that have pushed it towards getting too specific in some scientific areas... and I also whether or not some of the "tongue in cheek" stuff has been taken too seriously by a generation really looking for sci-fi that's more science than fiction.  Now, I don't really know much about Mac Walters or his speeches/interviews about ME. (I don't tend to follow my video games that closely), so I'll just have to accept your assessment on that.  I do think that any time a work is started by one author and finished by another, the work can or rather "might logically" suffer for it.  This can, however, also be extended... IMO... Any time the player presumes that they can completely take a character within the framework of a story written by another "author" and keep that character flawlessly pure and their own, they are probably just setting themselves up for disappointment in the end(ings).



#97
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@beccatoria:
Thanks for your very detailed explanations. Obviously, we have different perceptions of things but I understand your position. Unfortunately, I don't have time for long posts atm but I'll get back later, perhaps in a day or two. For now, two of my relevant threads:

(1) Out of the dark age: relays, FTL and rebuilding galactic civilization

This is pre-EC. The forum was full of completely negative interpretations with excessively bad outcomes at the time, and I wanted to set a counterpoint and show that you could put a positive spin on things in spite of the implied dark age.

(2) A different ascension: The Synthesis compendium

An extensive post and forum link collection about the Synthesis ending, containing among other things, an attempt to rationalize some some of the more "space-magicky" elements. I take it you haven't been here at the time, so some of the responses on the first pages may give you a hint of the toxicity of the discussion at the time. There are a few interesting links in the OP as well.

Also, no I haven't watched BSG because it isn't shown in my country. I'd have to buy the DVDs in order to watch it. Generally, SF-themed TV shows tend to leave me unsatisfied and even angry because they tend to be soft in areas where I like it least, and for the worst possible reasons. Example: interspecies romance put into a show because people are obsessive about sex. Consistency and plausibility tend to fly out of the window whenever sex becomes a topic, and this is a prime example. You'll almost never find that in written SF unless it's a book's main theme or part of the expanded universe of a franchise with roots in TV or movies, and of course the romantic partners are *never* appropriately alien but implausibly humanlike. SF is a genre where I say if you want the good stuff, you need to stick to books and ignore visual media.
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#98
Ieldra

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Part of me though does wonder whether it's ME or the fans of ME that have pushed it towards getting too specific in some scientific areas... and I also whether or not some of the "tongue in cheek" stuff has been taken too seriously by a generation really looking for sci-fi that's more science than fiction.

There is no necessary competition between those two. SF writers invent fictional science all the time, and all I expect from them in that is a level of internal consistency. When non-fictional science becomes a part of the story, however, I expect them to get things right in a general sense. I'm not nitpicky (well ok I am, but I won't mark a complete work down if it gets small details wrong), but if, for instance, I read popular misconceptions of evolution in a story where evolution becomes a topic, said by a character who should know better (say, a salarian biologist or a super-intelligent AI god), that's a mark of disrespect for the subject matter, incompetence, or both, and it's one of the few things I absolutely can't stand.

Now, I don't really know much about Mac Walters or his speeches/interviews about ME. (I don't tend to follow my video games that closely), so I'll just have to accept your assessment on that.  I do think that any time a work is started by one author and finished by another, the work can or rather "might logically" suffer for it.  This can, however, also be extended... IMO... Any time the player presumes that they can completely take a character within the framework of a story written by another "author" and keep that character flawlessly pure and their own, they are probably just setting themselves up for disappointment in the end(ings).

If a game aspires to be a role-playing game, it must give the players the tools and the freedom to shape their character. If a game does not aspire to be that, it needn't. The Dragon Age games did rather well in that regard. DAO and DAI almost never took control of my character away from me in a way that I felt my character was out of character. Where that was a possibility, I always had a choice. And in the rare cases when it did happen, it wasn't in important aspects.
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#99
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If a game aspires to be a role-playing game, it must give the players the tools and the freedom to shape their character. If a game does not aspire to be that, it needn't. The Dragon Age games did rather well in that regard. DAO and DAI almost never took control of my character away from me in a way that I felt my character was out of character. Where that was a possibility, I always had a choice. And in the rare cases when it did happen, it wasn't in important aspects.

 

I'm not saying it couldn't be done better that ME did it... but RPGs still do have to function within a framework set, not by the player, but by the author of the work.  That doesn't fuss me but it does mean that the character is never realistically completely that of player.  To what extent the player might feel that character to be their own (or even themselves) depends a bit on how closely the philosophy of the writer matches that of the player.  That also applies to whether or not or, more correctly, the degree to which they might feel that their character has been taken back by the author to incorporate and ending to the story.

 

I don't think it is realistic to expect the writer to be able to write all "moral dilemmas" etc. into a work of fiction without ever introducing their own "slant" on issues or without ever introducing iconography that might be objectionable to some players, etc.  It's just a really tall order, I think, to expect from even very good writers... and to top it all off, and even taller order to write all the scientific theory in such a way that it pleases all sci-fi enthusiasts (considering also that although you're picky in this way, and not in that, other people will most likely be picky in that way and not in this).

 

Fortunately, I'm flexible and easy to please... There is very little in the writing of fiction that "I absolutely can't stand."  That enables me to derive some level of enjoyment out of virtually any of it. :) 



#100
Dantriges

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It´s not only depending on the philosophy of the writer but also on how much space they leave the player to define the character.
Some examples:
Legend of Heroes protagonist Estelle Bright is fiexed in name, appearance, background etc, the interaction is autodialogue mostly.
Geralt from Witcher is pretty defined as a character of course but the games often leave you some space in dialogue choices and other decisions..
Shepard is pretty open in quite a lot of areas and left some stuff completely untouched. They dialed it down in ME 3 though.

Example: interspecies romance put into a show because people are obsessive about sex. Consistency and plausibility tend to fly out of the window whenever sex becomes a topic, and this is a prime example. You'll almost never find that in written SF unless it's a book's main theme or part of the expanded universe of a franchise with roots in TV or movies, and of course the romantic partners are *never* appropriately alien but implausibly humanlike.


Is the problem mostly that there are humans in the setting attracted to alien species or that the aliens are so humanlike?
In the first case, I have no problem believing that at all.