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Sticking the Landing

Patrick's lengthy conversation with Entertainment Weekly writer Jeff Jensen on that ending, the concept of fan entitlement, and the perils of player agency.

No Caption Provided

UPDATE: Make sure you read my story from last week, too: "When It's Over, It's Over." I consider this a compliment to that.

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[Note: This story does contain spoilers about the ending to Mass Effect 3 and TV show The Sopranos.]

The conversation about Mass Effect 3 continues, albeit one that's died down in the past week. That's unsurprising, as players wait to hear about BioWare's next move.

Will the studio change the ending? I'm betting not. Will the studio release downloadable content that provides more context and closure, and will that probably have been the plan all along? I'd say that's likely, but remains unclear.

As part of my story last week about the intense, polarizing, and government-filled reaction to the ending, I spent 30 minutes on the phone with Entertainment Weekly senior writer Jeff Jensen, himself a fellow Mass Effect fan, devotee at the shrine of Lost, and a frequent commentator on pop culture. Much of our conversation did not make it into my piece, but it felt worth sharing, especially the discussions about the concept of fan "entitlement," the precarious nature of endings, and the design struggles of player agency.

Let's contextualize this a bit, too.

This chat happened just as BioWare made its first public statement to fans, and Jensen had not finished the game, though he had read about the endings. As such, we didn't dive much into the narrative misgivings players with the final moments of Mass Effect 3 (which, believe me, I'm with you on), and focuses on the bigger picture.

Hope you enjoy it. It's a bit talky.

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Mass Effect 3 was the culmination of hundreds of hours of playing in a universe for many people.
Mass Effect 3 was the culmination of hundreds of hours of playing in a universe for many people.

Jeff Jensen: I’ll be honest with you, I only began playing Mass Effect 3 about a week and a half ago. I actually wasn’t really into it in the beginning, and I got distracted by other things, so I have to return to it, but catching up to the controversy is fascinating.

Giant Bomb: It’s interesting because, unlike other mediums, when there’s a television show, when theres’s a finale, or there’s a movie that’s a conclusion to some multi-part series, you can consume that in an hour-and-a-half, two hours. Mass Effect 3 took me 40 hours to finish. It’s not as simple as just booting it up one night so you can catch up, and find out what happened.

Jensen: You felt burned? Were you burned, personally?

GB: Not really. I was disappointed. They were going for something a little more audacious and bittersweet, and I do think a lot of the reaction has stemmed from that. A lot of people play these games to be the good guy that accomplishes everything, and video game endings, as a whole, the trope is that you’re the hero that’s unbeatable and everything turns out alright in the end. They went for something a little more mixed: things are out of your control. Bad things are going to happen no matter what you do, what choice you make. People have some real trouble processing that. Some wanted this “you saved the princess” ending that games have always have. Personally, as a player, it’s really important that they’re having this reaction. You don’t see that very often with a video game.

Jensen: A couple things about that. To prepare for this interview and other things that I’m working on, I actually went and read some sites and actually spoiled everything.

What I find interesting about what you're saying is that...it’s an interesting nuance that you’re talking about. It sounds like whatever scenario you choose, Earth blows up, right?

GB: Earth doesn’t necessarily get destroyed, but the mass relays do get destroyed. The thing that has allowed the universe to be unified, that goes away. In some sense, it’s the universe starting over. Some of them, Shepard dies, some of them, Shepard lives, but as far as I can tell, none of the endings I saw, and none of the endings I’ve read about, involve you saving the day in every capacity. There is no way, no matter what you do, that everything’s going to be alright for everybody. Bad shit happens at the end of Mass Effect 3, and there are consequences for that. I do think that’s part of the reaction--it’s an interesting reaction for BioWare to purposely provoke, but I think it’s an important one. In some way, it’s a commentary on the fact that these games are largely about player choice, and at the end, there’s a subversion of that. Part of this is out of your hands. Maybe that’s looking into it too much, but I do get a sense that there’s a purposeful subversion of the player to reflect that no matter what you do, bad things are going to happen.

Jensen: I really like what you’re saying. It sounds like what BioWare really wanted exactly the kind of dialogue that we are having here, which is, I think, they hoped we could get to the end and everyone that plays this game...it’s having exactly the kind of emotional experience that you’re having but also the kind of reflective experience that you’re having, which seems really worthwhile, and pretty quality. But instead, it gets unfortunately minimized into just the simple issue of satisfaction and catharsis and all that.

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GB: Specifically, Lost was the first analogy that came to mind. I’m sure, as someone that writes a lot about TV and movies, you witness fan entitlement, or the sense of entitlement that fans feel when they’re on this long journey. Whether it’s a series of movies over several years or a TV show over several years, fans come to expect certain things. I’m curious what you’ve perceived over the years, whether from Lost or other shows and movies, how creators in those mediums deal with that sense of entitlement from fans, given the creators themselves have a vision in mind for how they want things to play out.

Jensen: What I would say that the controversies around the finales of Lost and Mass Effect and other examples, too, that we see in pop culture, like for example last year with the television show The Killing, which also kind of flummoxed a lot of people with how they ended the first season. What we are reminded of is that in entertainment, and especially in the mediums of television and video games, they are ultimately service industries. Which is to say the customer is always right, and that’s going to be frustrating for storytellers to hear because ultimately you exist, your product exists, at the whims and desire of your consumer base. If they’re happy, if they’re unhappy, they’re right. Even if they’re wrong, they’re right. You have to deal with it, right? You have to deal with it.

You look at BioWare’s response to this, the Facebook post last [week], and they are basically out there saying “We hear you, we understand your complaints, we’re looking at some possibilities about what to do, but we want you to know that we hear you.” This just goes to show that even if, behind the scenes, the creators at BioWare are like “Damnit, they didn’t get our story! To address the complaints represent a compromise of our artistic vision.” That sucks, but they’re right. You just have to deal with it.

The similarities between Lost and Mass Effect--there’s another similarity, too. Over the past decade in television, we’ve seen a creative medium come into its own and take some bold leaps forward, but there’s still some room to grow. I think after The Sopranos--or, more specifically, after Twin Peaks--I think a lot of TV storytellers became enamored with this notion that TV writing can be an art and I can be an artist, and I can have my own show and tell my own story and it’s my story, my world, my rules, and I’m going to tell you a story and you’re going to listen to it, and you’re going to follow it, and if I bring you to a certain end that is maybe not necessarily a happy ending or the ending that you want, it’s still my story. It has to be my story if it has any artistic integrity.

The audience push back is “no.” As much as the viewer benefits in this era of artist auteur television, in which the most interesting television is being made by singular creators with singular visions that are just telling their own story, viewers who become fans and who immerse themselves and give themselves over to it and devote so much time to thinking about it and talking about it and dreaming into it, they get a sense of ownership. Their agenda becomes projected onto your agenda. If you’re a writer, if you’re a television network, you benefit from that and you can’t run away from that because they’re keeping you in business. When you get to the end, sometimes what you have is this effect, this clash between shows that the artist, the writer, was creating and the show that the viewer, the fan, thought they were watching. When there’s no sync-up, there’s profound dissatisfaction. For the creators of Lost or the creator of The Sopranos, David Chase, that kind of sticks. At the very least, what you hope for is “Well, okay, you didn’t like my ending, but can you appreciate it? Or can we talk about it?” But, instead, that hopeful conversation gets swallowed up by the vitriol that comes with a more consumer orientation that’s more “I expected one thing and instead you gave me a lemon,” if that makes sense.

When The Sopranos faded to black without absolute resolution, not everyone was happy.
When The Sopranos faded to black without absolute resolution, not everyone was happy.

With video games, it’s interesting because I think video games are on a similar creative trajectory. Video games, the art of video games, has grown by leaps and bounds, I mean, ever since its introduction. The entire history of this medium is defined by radical innovation every other year, it seems. The exhilarating part of watching this industry is watching a medium of entertainment grow and blossom before its eyes, and there’s another aspect to it, too, which is very different from watching any other entertainment medium blossom over the past, you know, 100 years of pop culture, which is...I don’t know if people who were fans of movies or fans of rock music during the golden age of those periods said things like “it’s really cool now, but just wait 10 years from now, because we can all be where it’s going.” Video games are different. The best video games not only are really, really good, but as of right now, they capture your imagination for what they could be 10 to 15 years from now. We have this weird dilemma where we’re exulting what the medium can do, even as we’re bucking up against its limitations here and now. And that brings me to Mass Effect.

The interesting thing about Mass Effect is that it’s on the cutting edge of this whole idea of player choice. There’s a sort of choose your own adventure kind of thing. My dilemma playing Mass Effect is usually, as much as I really appreciate the idea and I understand what they go for and I understand how it affects the story, at the same time, I’m always keenly aware that it never really does what I really want it to do. There’s some kind of creative, artificial intelligence within the game that is constantly changing the game in robust, profound ways in response to your choices, instead of just shunting you to one, two or three other options that don’t feel dramatically different from each other. They’re not choose your own adventure games, it’s choose your own nuance games. It seems like Mass Effect 3 butts up against that, especially with its ending, and also butts up against something else, too, which is...hearing about the controversy about Mass Effect 3, it makes me wonder if the artist creators of the game over at BioWare, how much control over their storytelling do these artists really want to seed to the player?

At the end of the day, one of the exciting storylines that is emerging out of the past 10 years of video games are these creators who see video games as a means of artistic expression, a way of telling a story that expresses ideas that they want to challenge people with, that they want to get people talking to. And the most impactful way to do that is to limit potential interpretations and choices in a story, instead of opening it up open source like and making it everything you want it to be.

It seems to me that these possible endings that Mass Effect 3 gives us at the end of the game are like “Yeah, your choices throughout the game have affected your fate in terms of whether you live or die, they affect, to some degree, your character, but we still want a certain [set] of pre-determined endings that are designed to facilitate the certain point that we have about the world, certain ideas that we want you consider, certain conventions that we want to debunk, and pursuing an artistic agenda like that is tricky when you also want to create a game in which the player, in some ways, is being lead to believe they are the defining artistic decision maker in the game, if that makes sense.

No Caption Provided

GB: There’s definitely that rub between the player and the creator. An unintended consequence of BioWare’s player choice model was an end where players felt like they were gonna have more agency over that conclusion. And maybe it's not so much that they had written their own ending in their mind, but they’d made all these decisions along the way. Knowing game development, a lot of this is largely just a function of they have 18 months to produce a thing, so there’s only so many outcomes they can produce in X amount of time, but my large takeaway from all of this is that it’s a positive thing, showing how much players can care about a story.

But you’re right, once you’ve handed over the keys of the kingdom to the player, they also expect certain things. You can fall back to the passive entertainment experience excuse with TV and movies because the interactive part happens on the periphery and the creators can always retreat back to saying “at the end of the day, what matters is what’s canonical in the television series--that’s a passive experience that we’re writing and presenting.” But games aren’t that way. Mass Effect is definitely totally separate from that--it’s not just you shooting from the beginning of the level to the end of the level. You’re choosing which characters live and die, which races live and die, which planets survive and don’t. Once you’ve given people that power, you’ve opened the box, the genie is out of the bottle. Players feel like they should have this unique impact on this world and how it plays out, and it’s what makes the world "entitlement" feel...it doesn’t seem to work as well for the reaction. Entitlement’s a really easy word to apply to it, but in some sense, players should feel entitled when they’ve been told they’re the ones who are entitled to make these decisions.

When they get to an end that isn’t satisfying, an end where BioWare says they want to make a statement, that goes directly contrary to the player and the agency they had during that experience. I imagine, as a developer, that’s really tough, especially as games try to embrace this whole cinematic appeal and trying to take what lessons they can from other mediums. Games are inherently interactive, and when you start to take steps further to involving player in the story, you’re going to have consequences for the player’s emotional reaction when you take that away from them.

Jensen: There’s something that you’re also touching on here that I really like, which is a really good point. Regardless of your story, whatever medium you’re experiencing a story, what do we want from endings is a really big picture topic here. Some of the themes that you talked about at the beginning of our conversation here come into play, things like the video game experience offers you the chance to be a hero, and hero stories are all about taking their fate into their own hands and are able to impose their will on a world. They may succeed, they may fail, a lot of that depends on skill, but they get to impose their will on the world for better or worse. You go into a very long journey in which you are executing this kind of heroic function--you expect the opportunity to save the day. You think that should be an option that’s available to you, and, in this case, that’s not. In that way, a traditional ending, or what we want from an ending to that kind of story, is subverted. In other ways, just in general, what we want from endings is catharsis, especially a series finale.

When BioWare opened the box with players choices, it opened itself to this kind of reaction.
When BioWare opened the box with players choices, it opened itself to this kind of reaction.

Even though my guess is we may not see the Mass Effect the franchise, it seems to me what was being presented to us was that this is the end, this is the last game at least with this character, in a really involving, immersive, creative endeavor. Here, we really do see analogs to things like Lost or The Sopranos, where a fan base that’s large and rabid and loyal and passionate and really, really invested--they’re not only getting what the final game or final episode, the end of a story, they’re getting the door slammed on a huge part of their lives, a significant thing in their lives. To that end, an ending, then, must give you something more. There’s an expectation of something more. There’s something like a massive emotional catharsis. The ending of Lost really tried to go for that, they tried to win on emotion. “This is the end for all of us, my friends, and we’re all going away, in more ways than one. It’s been a long journey--bittersweet, sad, wonderful, joyous.” And they send us out with tears and a surge fo emotion. Lost completely triumphed int hat regard, but in other areas that people were expecting, the more intellectual areas, payoffs of certain storylines that people were invested in and mysteries that they were really invested in, the storytellers never said “We’re not necessarily as interested in that.” For a lot of people, that was a huge part of that entertainment experience, and they didn’t get it. The catharsis was incomplete.

There seems to be a similarity here with Mass Effect 3, with a fan base that has gone through these games and come to the end, and they want the full meal catharsis--they want everything. They want a heroic end, or the possibility of a heroic end. They want an emotional send-off, they want resolution of certain mysteries, and they all want it to be coherent and skillfully done, and all that. It sounds like Mass Effect just didn’t nail that landing.

GB: When I watched the end of Lost, the emotional arc worked perfectly fine. Yes, I was there for the mysteries and that was the fun of the week-to-week nature of that show, but at the end, I got the emotional closure with each of the characters. It’s different from player to player, just as with each viewer of Lost or any other television show. But with Mass Effect, what they brought to the end was, yes, the mysteries were important, and, yes, the resolution of the conflict with the Reapers was important, but it was the player’s agency. People talk about it in terms of the ending, but it was really just about these very binary choices presented in front of you that didn’t seem to reflect the agency that players had brought in throughout this entire adventure. As a result, they didn’t get get closure through their own agency, which was the motivational factor for these three games, which is why they brought their saved games from one game to the next. It’s interesting to see BioWare run into that as they start to contemplate how they address the reaction.

Jensen: I’m reminded of that whole idea of the observer effect, as well as schrodinger's cat. There’s a world of possibilities inside that box, until you get to the end and you get to the action of opening that box, and looking at it, and in that moment, then, all possibilities collapse and one remains, and only that option remains. Ultimately, then, this experience that was defined by the romance of mystery and possibility suddenly now becomes only defined by this one concrete resolution.

I’m reminded that with Lost--this is a show, week after week, captured your imagination and allowed you to dream into it an infinite number of possibilities and they were really good and clever about it. “What is going on? What is going on?” The interesting thing that happened about the end of Lost is that I honestly think the ending of Lost was an attempt by the show runners to actually communicate a specific point that they had, but while retaining, for the viewer, the quality that they identified as the defining characteristic of Lost, which was mystery, which was should the legacy of this show be one in which we’re still debating and still wondering and theorizing and still speculating years afterwards. I think they thought that by not being clear and concrete and definitive on many of the mysteries that people wanted resolved, they felt they were remaining thematically and artistically true to their creative enterprise and the entertainment experience that we had, which was the conversation about it, the debating about it, the comparison of theories about it, the arguing over it. They tried to thread that needle right at the end with an ending about, “how can we give closure and how can we end the story on our terms that is also satisfying to the audience but is true to the greater whole of this show?” Tricky, tricky. Because it makes you aware that you fundamentally usually watch something and endings usually come to us.

When we get an ending to a story or a final chapter of a story or a final shot, you realize that they’re fundamnetally different animals than the entertainment experience that preceeded it as a whole. The entertainment experience that preceeds an ending is all about sustained tension and sustained mystery, and that final thing is just resolution.

Colored endings may have seemed clever on paper, but players did not respond very well.
Colored endings may have seemed clever on paper, but players did not respond very well.

Endings often just can’t win. Most screenwriters will tell you the hardest part of any movie, any story to tell, is just the end. It’s the thing that changes the most, it’s the endings that are the most fought over among collaborators, they’re the things that are just the hardest to land. Some people get it really, really right, some people get it really, really wrong, and some people land anywhere in-between and our attitudes about them can change. The thing about controversial endings, though, is this: five years from now, my friend, we will all say that the ending of Mass Effect 3 was genius! We’ll catch up to it.

I’m not going to say that people feel that way about Lost, but I would say that people feel that way about The Sopranos. Many, many years after the ending of The Sopranos, The Sopranos just ignited a storm of “oh, that was genius! Genius!” “Genius? Are you kidding me? They wimped out! They didn’t have the guts to tell us what they wanted!” Which is the final fate of Tony Soprano. Defenders of that finale said “Yes, they did. Don’t you get it?” and the people who hate it go “Wait, you’re saying that I’m stupid?” And you go into that downward spiral. Years later, the truth of the matter is, the people who hated it then are probably no greater fans of it now, but in the cooling of it all, the cooling of the vitriol, there is some appreciation. There is grudging appreciation in that camp of “I get what he was saying. I get what he was going for.” And, ultimately, what you remember is that “I defined my enjoyment of that series not by that final moment, but by seven, eight seasons of the greatest television show even written.” That’s how we remember The Sopranos. I think that’s how that’s the fans of Lost are going to remember that show. I think that, for better or worse, the final season of that show will be remembered as something of a cautionary tale. I happen to love it. Do I love it as much as the five seasons before? No, but I really respect and like and was moved by what they did. I think, the further we get away from Lost, it will get more defined by the things that it did right and revolutionary versus the issue of audience satisfaction.

I think Mass Effect as a franchise, these three games taken together, I just can’t see how it’s not regarded as anything less than a landmark. There’s so many things to enjoy about these games and this world and the creative accomplishment of this series than just those final moments. When I played those first two games, the narrative arc of it is maybe one of the things I like the least. I love the way it looks, I love the character design, I love these worlds--there’s so much to really enjoy and love about it. Given some time, people will remember all of what they loved about this thing and now the resolution of it all.

Patrick Klepek on Google+

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Make_Me_Mad

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@nERVEcenter said:

Is Patrick really assuming everyone wants a happy ending? I thought that was just the hardest of hardcore Bioware fans -- the ones who wish they could marry Garrus in real life and goofy stuff like that.

I want a quality ending. The Illusive Man's dialogue on Thessia and in the Crucible was atrocious; nay, so was Shepard's and Anderson's. Cringe-worthy lines, that I did indeed cringe at and wish I could have paused just to shake my head in embarrassment. Nevertheless, Martin Sheen always shines with his delivery.

And don't get me started on the god child. He is a storytelling nightmare -- a literal AND figurative deus ex machina designed to explain everything at the last possible minute, taking the entire Reaper threat and completely dispelling the enigma while attempting to drop that threat into a body, a character that's onscreen only so long as the player is still confused as hell. It's the work of a novice. Then POOF, gone, and suddenly even more plot holes appear left and right as Shepard chooses his favorite color.

It wasn't a good ending. By "good," I'm referring to contemporary standards of narrative quality in media, and standards of narrative quality among Bioware's own works.

Should they fix it? Hell no. They live with their mistakes, and they learn that people demand better of the studio responsible for Baldur's Gate and those first two Mass Effect games. Screwing up an ending is nowhere near as bad as apologizing for somebody else's mistakes.

This pretty much sums up my feelings on the matter as well. It seems like most people aren't really taking the time to even try and understand why most people are upset. Hell, I think everyone was expecting a depressing ending with a lot of sacrifices made. They weren't expecting an ending that was so flat-out badly done.

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@heat said:

@strangematter said:

I find it somewhat ironic that Patrick praised the ending to Lost because of its focus on the characters, when the ending of Mass Effect 3 eschews basically all of the character development you had done over the past five years in favor of a wedged in artistic statement. ME2 got it right-- while the ending was the culmination of that game's story, the device used to conclude that story was firmly centered on your crew. It balanced plot with character in a way that resonated with most of their fanbase. And by its very nature it could be either triumphant or tragic. You can clear the mission with your entire team intact, returning to the Normandy like McArthur to the Philipines, or you can suffer losses, and finish your mission at the expense of the characters you've grown close to for the preceeding 40 hours. And all of that is based on your choices. It works.

There's nothing like that in ME3. All of the character development, all of your emotional attachment to the cast is suddenly superceded by this whole new conflict that you have to make a snap judgment on. It betrays not only a lack of concern for player agency, but a failure on the part of the writer to understand what his game is even about.

Everyone should read this post.

I second that

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Darlan

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I find it downright bizzare how far so many bloggers and journalists are going to try and "figure out" why so many people are disappointed with the ending. It has nothing to do with demanding a "good guys win everything yay" ending, or player agency or choice or anything like that. It's that the whole thing came down to a goddamn MAGIC GHOST BOY saving the day. How the hell is that element not front and center of every article about this?

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Ares42

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Said it in the first article, but I'll say it again.

ENDINGS ARE NOT HARD.

There are so many stories told every year in form of books, movies, tv shows, games etc etc that manage to pull off completely capable endings. I mean, this is stuff you learn in high school. The whole "endings are hard" notion just comes from bad writers. It's a clear sign that your story never had any direction and then when you suddenly have to finish it you realize you have no idea what you're actually writing about. Wrapping up a story is an extremely methodical exercise where you don't really have to be creative at all, it's just all about following your storylines to a logical conclusion.

There are many directions they could've easily taken the ME3 ending that would've made sense, both happy and sad ones. But instead they decided they wanted to be creative and speical and just ended up making a mess of it. Pulling off an "Unusual Suspects" or "Sixth Sense" only works if you actually had the idea from the very beginning and really work the entire story around it. It won't work if 2/3 of the story was written years ago without taking it into consideration. And even those illustrate very clearly how it's all tied together.

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SpaceInsomniac

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@PJ said:

The Prothean knew about the Reaper threat long before they came. That's why they enslaved other species to build up a strong force able to fight them. They lasted 100 years.

And the races during Shepards cycle didn't prepare. No one belived Shepard that the Reapers were coming. After the first game the Council just said that Saren was behind the attack on the citadel and didn't listen to Shepard that the Reapers are coming. And the events of the second game are focused on the Collectors who only attack human colonies so the other Races aren't all that bothered. Not until the third game when the Reapers actually attack do they start taking the threat seriously.

And the fleet at the end of Mass Effect that defeated Soveraign was a huge fleet composed of many races and the flagships of the humans, turian and Asari. That was one Reaper with no attackships for support. In the third game, there are millions spread around the galaxy.

Thresher maw was several times bigger then a Reaper and could attack it from below. Again, that was ONE Reaper.

The orbital strike that defeated the Reaper was comprised of the Quarian fleet and the Normandy. It took four direct hits to it's weak point. One Reaper.

And Garrus said during the game that the Reapers are using their own(turian) tactics against them, overwhelming force.

And it's clearly shown in the game that force to force, the Reapers are clearly superior. Their only option for victory is shutting them down/destroying them with the Crucible. And space magic is a HUGE part of Mass Effect. The relays, biotics, engines, guns, element zero, well everything is based on space magic. If you thought Mass Effect is some kind of realistic sci-fi then you have been playing a completely different game from me.

All of these are good points, but the simple fact of the matter is that the citadel could have transformed into a giant "reaper on/off switch" floating in space, and it would have been closer to what the series had been telling us for 90+ hours by then.  
 
Yes, the only option is shutting the reapers down or destorying them with the Crucible.  The problem is HOW they decided that this would happen.  Space magic or no, Shepard barely asks any questions before hurling him or herself at the nearest poorly explained "reaper off switch," complete with vague consequences, and an arbitrary requirement of suicide.    
 
It was a game designer who decided that you should meet "reaper kid."  It was a game designer who decided you have to die and never even attempts to explain why.  And it was a game designer who decided to end a TRILOGY with more questions than answers.
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Let's pretend that audience entitlement is part of the issue. We have to pretend because if you look at the issue it's not there.

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I'm guessing the reason they don't address people's argument head on is because it's a subjective one. People seem to think the ending is objectively bad which I don't think they want to get into a debate about. Also I don't understand why so many people seem to be personally offended by this article. They're simply offering this up for consideration. I

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@EndrzGame: Ambiguity is the absence of art? Seriously? Ambiguity is still a message, I don't understand why you would think otherwise.

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@Skooky: The entitlement comes from the people demanding that the ending be changed. Whether it's because you think that the ending was inconsistent, incoherent and abrupt, or that you're mad that the ending didn't take place at your wedding with Tali, the ending should absolutely not change. Bioware put that ending in the game because they thought it was a fitting end to their game, and the idea that they might change that just to make more people happy is absolutely fucking bananas.

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mafuchi

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Edited By mafuchi

I just wanted to mention that On the Media (NPR) did a story on this. It for realsies now http://wny.cc/HuIiMm

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Butz

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Also it seems like the entitlement thing could come from those wanting a new ending's lack of consideration for people who liked it the way it is. Unless all they want is just another choice?

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LegalBagel

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I don't really understand how we can have so many articles about this god damn ending that don't even address what actually sucks about it, mostly trying to couch things in a "I don't know what they were saying, but I haven't played it, and I'm still thinking about it" middling terribleness. Looking at the actual ending - Player agency? Gone. Character development? Gone. Interspecies cooperation? Gone. Coherent universe? Gone. Really anything that made the game significant or fun was tossed out in the last half hour.

Trying to address that with some "I didn't play it but here's what I think based on other unsatisfying endings" is pretty shitty. It's not that it's unhappy. It's not that it's ambiguous. It's that it's FUCKING AWFUL AND DOESN'T MAKE SENSE. It's like twelve year olds tried to write an ending with some rudimentary understanding of the plot.

Imagine if the ending of Lost or the Sopranos introduced an entirely new incomprehensible character, an entirely new conflict that went against the plot of that very game, forced the protagonist into a dialogue that was out of character and didn't make sense, and then forced the protagonist to make a choice that didn't make sense and undermined the entire plot to that point. That's what happened. It wasn't just bad. It was undermining the entire series and character you'd come to love.

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Ulong

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Edited By Ulong

Patrick still misrepresenting why people are mad about mass effect's ending. Willful dishonesty or just lazy reporting? Who knows.
There's a really good game front article about why the ending is horrible.
 
 
 
 
*for the record, I'm not a Retakemasseffecter, even if they dlc'd in a good ending, in my head I will always know how ME3 ended and it will still be ruined from a story point of view. Still a fun game though.

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strangematter

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@Vasari said:

@Skooky: The entitlement comes from the people demanding that the ending be changed. Whether it's because you think that the ending was inconsistent, incoherent and abrupt, or that you're mad that the ending didn't take place at your wedding with Tali, the ending should absolutely not change. Bioware put that ending in the game because they thought it was a fitting end to their game, and the idea that they might change that just to make more people happy is absolutely fucking bananas.

If a game is released with broke gameplay mechanics and the developer patches them, then it is a good thing.

If a game is released with a broken story and the developer patches it, then they are compromising their artistic integrity.

What makes the story sacrosanct and immutable? Because that's the way it is in other mediums? That perspective imposes limitations on video games that do not need to be there and, and infact weakens the form by forcing adherence to restrictive conventions imported from other mediums.

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prestonhedges

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Wow. There are still people out there who liked the Lost and Sopranos endings. Fascinating.

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Alorithin

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Hey Patrick, remember when the lost creators said it wasn't just purgatory to the conspiracy fans?

Casey Hudson also said it wasn't just A,B,C. We can be upset without being entitled.

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strangematter

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@gladspooky said:

Wow. There are still people out there who liked the Lost and Sopranos endings. Fascinating.

That's because elements of those endings, while controversial, nonetheless are in line with themes presented by their shows. Objections raised against them revolve around their failure to address viewer expectations in a satisfying way, which is certainly a problem but doesn't mean they are without merit.

The ending of Mass Effect 3 is not only a narrative disaster but fails at connecting with anything even resembling the theme of the franchise, in addition to being 100% contradictory to what the developer had told us a month before the game came out. Its failure is on a much more fundamental level than the complaints raised against The Sopranos, Lost, or hell throw Battlestar Galactica in there as well.

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JasonGeorge

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@Distrato said:

This entire debacle has just caused me to stop taking gaming journalism seriously.

Here are two reasons why I'm upset.

1. Reviewers are blind to the fact that the game is riddled with horrid dialog, forced drama, and ridiculous plot. If you honestly wanted the medium to be considered "art" you would raise your standards. To even compare Mass Effect to truly masterful works is just insulting. I hate to say but I don't view that as an opinion. Mass Effect is on par with the Mona Lisa? No, its not and to say something like shows the people who you want to convince so much that we are all still immature and uncultured.

2. This whole thing has made me see that developers and reviewers are far too close to each other. As David Jaffe said, "you get paid by the advertisers, you get paid by actual salary, you don't get to be a fan. You are a journalist first." No one is critical in this industry. Gaming sites appear to be nothing more than a catalog for gamers to browse through. Its just unfortunate that no one but Erik Kain seems to understand the fundamental problems with the practices Bioware and EA are doing. I applaud actual journalist like Patrick Klepek who uncovered things like the Infinity Ward/Activision incident. Now it seems as though integrity is dead and nobody wants to question or call out any developers for their bullshit. No one speaks for the gamers.

http://www.forbes.com/games/

Do you see that? That is far more journalistic than anything I've seen since I've started going to video game websites. If you are a real journalist then find stories and be critical of the industry.

So true. This entire incident has outed the gaming press as a PR echo chamber.

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BawlZINmotion

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The ME3 ending sucked for a lot of reasons, none of of which (for myself, personally) were because it was dark. If anyone wants to talk "artistic" integrity, the ME3 ending is shit slung against a canvas of worn-out muddy grass. If this kind of crap can ignite a wealthy "artistic" career, I should be selling my turds for capital gain instead of flushing out to sea.

Aside that, fuck this bullshit about artistic integrity. The very thing that defines video games as an art form is their interactivity, which by logic would dictate user influence. Unlike other "artistic" media. The quality and direction of the ME3 ending has little in common with anything else in all three games. Why shouldn't people feel cheated? It's not an ending, period. Regardless of whether it is liked or not, it is not an ending. That ending would have earned whoever wrote it a failure in any class because it's a total slack-job. A stoner panicking to get a story complete in 100 level English literature would have come up with something more enticing.

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Nalktest

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The way I see it all this talk about how ME 3's ending sucked because it disregarded your choices is a moot point, because the ending we did get feels rushed and poorly written. People are caught up in the logistical reasons as to why fans hate the ending, and there are some, but above all it's flat out a poor quality ending. It really stands out considering how well executed the rest of the game was. If they kept this ending but put the same effort into it as they did the rest of the game, there would still be some outcry, but it would be far less destructive and widespread.

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dmann05

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It's really annoying reading things like this from you Patrick:

"Some of them, Shepard dies, some of them, Shepard lives, but as far as I can tell, none of the endings I saw, and none of the endings I've read about, involve you saving the day in every capacity."

In none of the endings does Shepard survive. Not one. This is not an issue as I expected Shepard to sacrifice herself for the galaxy to have a chance to survive. But I will get to that. In every ending but two (there are six total) every mass relay in the galaxy is destroyed, which has been shown (in these games, not the books, not from a forum thread, in the actual games themselves) to wipe out every life in the solar system the relay explodes in, meaning not only did Shepard (and Bioware) cut off interstellar travel but he in fact wiped out billions of lives when the relays exploded. He killed more humans and aliens than the Reapers would have, and more quickly and effectively too! The reason Shepard is grounded at the start of Mass Effect 3, is that he destroyed a mass relay in Batarian space without giving people the chance to evacuate. He was unable to warn anyone and hundreds of thousands of Batarians were killed. This takes place in the Arrival DLC for ME2.

So Shepard is provided with 3 choices at the end of the game. Choices that are totally arbitrary and have nothing to do with the rest of the games you played over the past 150 hours, nothing to do with the choices MY Shepard would have made if given the chance. The ending of ME3 is insulting, not because its a "sad" ending or because we didn't get to rescue the princess in the end like you seem to imply here, its because its filled with gaping plot holes and contrivances that almost deflate everything that was great about the entire game as well as the previous two games.

I am tired of reading articles (like this one) where the writer mischaracterizes the reasons people dislike the final 15 minutes of this otherwise excellent game. You picked the most childish reason you could imagine for people to feel let down, instead of better ones: It's poorly written and full of holes and in the end you are less heroic than the Reapers in your collateral damage. In the best possible endings, some important friends and allies are casually discarded without any thought and that's unacceptable. You spend the whole game recruiting this massive force and you see almost none of them in the final battle, they make no contribution to your effort and are apparently killed by the millions by either the Reapers or by Shepard herself.

There are plenty of reasons the ending sucks, stop picking the bad ones to make gamers sound entitled. We're not entitled to the ending we want or a happy ending, we're entitled to an ending that is as good as the other endings already included with the game (the Krogan Genophage and the Geth/Quarian conflict) both of which were handled with emotion and weight and felt like they belonged after being setup and paid off across three incredible games. But then the Reaper storyline is concluded with a set of scenes that feel slapped together and hastily thought through. It's garbage and its a good sign that Dragon Age 2 was not an anomaly from Bioware/EA.

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Nalktest

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@dmann05 said:

It's really annoying reading things like this from you Patrick:

"Some of them, Shepard dies, some of them, Shepard lives, but as far as I can tell, none of the endings I saw, and none of the endings I've read about, involve you saving the day in every capacity."

In none of the endings does Shepard survive. Not one.

With a high enough readiness rating, there is a short fmv of shepard waking up and gasping for air in a pile of rubble if you choose the destroy ending, That aside, I agree with everything you say. Most of the press about this is offensively dismissive of these fans. Above all, this is about an ending that's just not well executed, let alone "not what fans wanted:". I don't know what's so hard to understand about that.

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MrWizard6600

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@pyrodactyl, thanks for the video, 39 minutes well spent. You spend so much of your time online in flame wars its easy to lose perspective, props to this guy for not doing that.

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void1234

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@XNaphryz: Exactly! I think people, especially critics need to understand that it's not about the happy ending, or to "save the princess". I prefer sad and more realist endings. What a lot of people in the entertainment industry need to understand about fans is that what will really want in a game and story like this is closure and to know that what we did, even if we die in the game. We need to know what companions lived and died. We need to have an epilogue and mass effect 3 had no epilogue. No closure. That's the problem here, not the sad ending but the lack of a true ending that tells us what happens next.

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viking_funeral

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I've read all this before. I just can't tell where. I'd have to be Giant Bomb, right? Major Deja Vu.

EDIT: Ah, you know what? It had to be one of the Bomb Casts.

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Butz

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Why do people read the happy ending thing and then get crazy tunnel vision and can't talk about anything else. There's a lot more said in the article than that.

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admordem

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@dmann05: If you choose destroy and have over 5k galactic duders, the cutscene you get suggests Shepard survives. This is further supported by the last scene where the girl asks the old dude to tell her more stories of the Shepard.

I have heard a few people complain about not getting a happy ending, maybe 1 in 3 or 4. While not the main reason, its like the 2nd most popular reason to why people disliked the ending. Weird cause they tell you the whole time that your very very likely going to die, along with the majority of everybody - but still this is a very common complaint.

I agree that a lot more people need to realise the entire game is full of endings - the last 15 minutes maybe deals with one of the biggest plots. A lot of the player effected stuff concludes before the final battle - Mordin and the Genophage, The Geth and Quarian war, etc.

What's funny is the last Mass Effect book got a similar reaction to ME3, and Bioware committed to having adjustments made to satisfy the fans well before the release of the game. Funny how none of these journalists (including all the giant bomb guys unfortunately) even noticed any 'artistic integrity' being lost then, even though the books are cannon in the universe, and books generally have a better argument than games for being art. Bioware haven't even confirmed with how they are going to 'fix' the game ending. It could be a couple extra scenes added in (the ones that the voice work was even done for), or it could just be through dlc that shows some after effects.

Adding extra scenes in from the original release has happened with thousands of books and movies. My copy of Raymond E Feist's Magician is revised and has a couple small corrections and a thousand + more words. My DVD of Aliens is the directors cut and is like 3 hours long. They are both amazing pieces of art, and the work done on them post release improved the experience and did not destroy any of the 'integrity' for me.

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Stealthmaster86

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@gladspooky: I FUCKING LOVED the ending to LOST...

In retrospective, I've should have seen it coming.

This was in Season 4, and it foreshadows the sideways flashes. In the same episode, Island Jack needs to have surgery around the same place he was stabbed. I believe that if he didn't have this surgery, he would have died sooner.

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masternater27

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@patrickklepek said:

@2HeadedNinja said:

A lot of people play these games to be the good guy that accomplishes everything, and video game endings, as a whole, the trope is that you’re the hero that’s unbeatable and everything turns out alright in the end. They went for something a little more mixed: things are out of your control. Bad things are going to happen no matter what you do, what choice you make. People have some real trouble processing that. Some wanted this “you saved the princess” ending that games have always have. Personally, as a player, it’s really important that they’re having this reaction. You don’t see that very often with a video game.

I'm sorry, but I stopped reading there ... with all due respect Patrick, that is not at all the point ... that the ending is not unicorns and ice cream is NOT why people are upset. If, after all the controversy, you did not understand that you should probably stay away from writing about the subject.

Stick with the story, that's not my only observation. I know that.

While I typically think we see people react negatively to endings that aren't "you saved the princess" in films and games I think the audience that has been with Mass Effect all along are the same type of people that appreciate endings that are contrary to hero play. That being said, I think all the entitlement stuff is gross and I didn't react as negatively to the ending as a lot of people. I think I might've even enjoyed it more if I had beat it without hearing for weeks how bad it is. The plot holes and confusion about what the choice I was making were more my problems.

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prestonhedges

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@Stealthmaster86 said:

@gladspooky: I FUCKING LOVED the ending to LOST...

In retrospective, I've should have seen it coming.

This was in Season 4, and it foreshadows the sideways flashes. In the same episode, Island Jack needs to have surgery around the same place he was stabbed. I believe that if he didn't have this surgery, he would have died sooner.

Yeah, but I remember seeing the ending and being like, "Oh, so they're not going to explain anything. Okay. That's cool, I guess. Seems like sort of a cop-out, but whatever." And then I remembered most of the talk around the first season and, you know, most of the popularity about the show in the beginning was about the mystery of them being on the island. Even a bad writer would be like, "Let's throw in a couple of lines about that."

It was still better than the Battlestar Gallactica ending.

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Zaph

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@Distrato said:

This entire debacle has just caused me to stop taking gaming journalism seriously.

Here are two reasons why I'm upset.

1. Reviewers are blind to the fact that the game is riddled with horrid dialog, forced drama, and ridiculous plot. If you honestly wanted the medium to be considered "art" you would raise your standards. To even compare Mass Effect to truly masterful works is just insulting. I hate to say but I don't view that as an opinion. Mass Effect is on par with the Mona Lisa? No, its not and to say something like shows the people who you want to convince so much that we are all still immature and uncultured.

2. This whole thing has made me see that developers and reviewers are far too close to each other. As David Jaffe said, "you get paid by the advertisers, you get paid by actual salary, you don't get to be a fan. You are a journalist first." No one is critical in this industry. Gaming sites appear to be nothing more than a catalog for gamers to browse through. Its just unfortunate that no one but Erik Kain seems to understand the fundamental problems with the practices Bioware and EA are doing. I applaud actual journalist like Patrick Klepek who uncovered things like the Infinity Ward/Activision incident. Now it seems as though integrity is dead and nobody wants to question or call out any developers for their bullshit. No one speaks for the gamers.

http://www.forbes.com/games/

Do you see that? That is far more journalistic than anything I've seen since I've started going to video game websites. If you are a real journalist then find stories and be critical of the industry.

"...catalog for gamers" - sums it up perfectly.

That is why I only really browse Giant Bomb and forums now, the developer/publisher/editorial symbiotic relationship is fucked on so many levels it's just one massive joke. It's not even as simple as journalistic integrity, writers are just not even trying to be journalists anymore so integrity never comes into play - and when the odd bit of real journalism happens, 100's or even 1000's of 'reflection' articles are written debating whether or not it was the right thing to do - as if somebody just pissed off the teacher and now the entire class has to write lines as punishment. Randy Pitchford's reaction to the leak announcement of Borderlands 2 just illustrated the problem perfectly - he wasn't pissed that their careful PR strategy was ruined, he was pissed that a site would dare do such a thing, after all, aren't they the ones buying the advertisement space which pays the journalist's salaries?

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DTKT

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And we're back to the entitled thing.

And the "happy ending" stuff. The entire coverage of this has been truly one of the lowest point of the press.

You guys should be ashamed.

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WiqidBritt

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@mrpandaman: I agree that the relays aren't technically 'exploding' but instead are converting the energy of the explosion into whatever kind of energy you chose to end the game with. I think it's obvious that bioware didn't expect people to think that way when a lot of the game is spent talking about what happened to the Batarians, though they could have thrown in a line at the beginning of the game explaining why you were relieved of duty.

@cavemantom: the galaxy only goes into the 'dark ages' if you choose the option to destroy all synthetics. And, really? you're worried about life in other GALAXIES? The game has a fairly 'realistic' depiction of FTL travel, covering around a dozen light years over the course of a day. Andromeda, the closest major galaxy to us is over 2 MILLION light years away, so unless someone set up enormously powerful mass relays in both galaxies, there's no practical way to get from one to the other, and you'd have to get there without a relay to begin with.

stop trying to make up plot holes that don't exist.

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gregSTORM

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Edited By gregSTORM
how much control over their storytelling do these artists really want to seed to the player?

'Seed' should be 'cede' here.

...sorry, it jumped out at me.

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joku2002

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Wow alot of sucking up to developers recently. When did giantbomb become the Fox News of gaming journalism.

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strangematter

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@joku2002 said:

Wow alot of sucking up to developers recently. When did giantbomb become the Fox News of gaming journalism.

That's a bit harsh. At least Patrick is conceding that one of the major grievances is loss of player agency, even if he seems to be going out of his way to downplay that angle. Judging from the tone of the podcasts they're generally noncommittal as to whether an ending DLC is good or bad. Compare that to, say, IGN, who've basically said that a new ending would be the death of gaming as an artistic medium.

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prestonhedges

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@DTKT said:

And we're back to the entitled thing.

And the "happy ending" stuff. The entire coverage of this has been truly one of the lowest point of the press.

You guys should be ashamed.

Movies: "Wow, people really hated _____'s last movie. The studio spent a lot of money on it, too, and they fell flat on their face. Guess his next one will have to be way better or he'll lose fans."

Books: "Wow, people really hated _____'s last book. He spent a lot of time writing on it, too, and he fell flat on his face. Guess his next one will have to be way better or he'll lose fans."

Video Games: "Wow, people really hated _____'s last game. What's their problem?"

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jackelbeaver

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Edited By jackelbeaver

What really gets me is this:

people say the endings are all the same, but the relays and citadel clearly survive the blue ending. The citadel closes up instead of exploding, and the relay does not explode like in the other two endings.

therefor: the blue ending allows galactic civilization to continue.

I hope bioware makes all the endings more elaborate and explores the differences.

in one, galactic peace is restored and the reapers are "tamed" to aide the other races.

in another galactic society is fragmented, the reapers are tamed, and all life is fused with synthetics

in the last, galactic society is fragmented, the reapers and synthetics are destroyed, earth could die, and shepard can live

on paper these seem like radically different endings, in practice we are simply just...missing the chunk that makes an interesting thing out of each of them.

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JasonGeorge

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@strangematter said:

@joku2002 said:

Wow alot of sucking up to developers recently. When did giantbomb become the Fox News of gaming journalism.

That's a bit harsh. At least Patrick is conceding that one of the major grievances is loss of player agency, even if he seems to be going out of his way to downplay that angle. Judging from the tone of the podcasts they're generally noncommittal as to whether an ending DLC is good or bad. Compare that to, say, IGN, who've basically said that a new ending would be the death of gaming as an artistic medium.

There seems to be a great deal of downplaying, evasion and deflection.

Isn't that what Bioware pays their PR people for?

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strangematter

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@gladspooky said:

@DTKT said:

And we're back to the entitled thing.

And the "happy ending" stuff. The entire coverage of this has been truly one of the lowest point of the press.

You guys should be ashamed.

Movies: "Wow, people really hated _____'s last movie. The studio spent a lot of money on it, too, and they fell flat on their face. Guess his next one will have to be way better or he'll lose fans."

Books: "Wow, people really hated _____'s last book. He spent a lot of time writing on it, too, and he fell flat on his face. Guess his next one will have to be way better or he'll lose fans."

Video Games: "Wow, people really hated _____'s last game. What's their problem?"

People aren't used to analyzing games on any sort of critical level. There's still a level of push-back against "gettin mad about video games", the idea being that because they are "games" they are exempt from critical discourse. Which is of course nonsense, and is one of the major things holding back games from being considered genuine artistic endeavors.

If nothing else good comes out of the Mass Effect 3 shenanigans, at least the general attitude towards critical analysis will have shifted somewhat. When you actually have to sit down and figure out why the ending to ME3 fails for reasons other than "it was sad and I didnt like it" you actually start looking at things like themes and motifs and tone and narrative coherence, and that's very good for the medium.

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MrWizard6600

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Edited By MrWizard6600

Patrick this on is tough to read, because you're right, it is chatty. But I'm not that far in and I'm already having trouble:

Some wanted this “you saved the princess” ending that games have always have.

We've been playing different games. The two that come to mind instantly are bastion and COD4, both of which have bitter-sweet conclusions. Browsing through Steam: Dead Space 2, GTA IV, and World in Conflict… most of my favorite games tear at your heart strings with one form of failure or another in the conclusion. Claiming that most games have a "you saved the princess" ending would be stretching it. Even speaking to the huge recent mainstream releases, you don’t get that kind of ending.

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LawGamer

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Edited By LawGamer

I think the whole discussion here misses a couple of important points:

1. Some of what is pissing people off isn't that the ending isn't what they wanted per se, but that so little effort seemed to go into it. The whole premise of the article seems to be "endings are hard to write." That's probably true, and it would probably be impossible for Bioware to write an ending that makes every single player happy.

However, the problem is that rather than getting to the ending and saying "Crap. We've written ourselves into a corner here, how are we getting out of it in as graceful a fashion as possible?" Bioware seemed to get to the ending and say "Crap. We've written ourselves into a corner here. Fuck it." The more you read about how the end of the game was produced, and how the ending was basically written on scratch paper, the more it seems like that rather than trying to make the best of a tough situation, they just didn't care enough to put in the effort at all.

At least with a series like Lost, it was apparent that some thought went into the ending. The creators had a particular goal in mind and went for it. Even if it didn't satisfy some of the audience, the effort was there. By comparison, the ending of ME3 felt like some grade school student who realized he'd forgotten to do half of his assignment, and threw something together at the last minute just so he'd have something to hand in.

2. The entire tone of the ending made it feel like not only did Bioware not respect the universe they had created, they actively hated it. The first word that went through my head when I got done with the game was "petulant." The way the ending went down, with the Mass Relays being destroyed and basically the entire galaxy getting screwed over made me feel like Bioware hated doing Mass Effect so much that they were going to foreclose the possibility of anyone ever doing another game in that universe ever again. I thought that was incredibly disrespectful to the player.

Bioware kind of feels like the person at a party who is miserable and grouchy, and rather than at least trying to act polite, decides they are going to ruin the party for everyone else too. It just felt immature. Rather than making an attempt at a satisfying ending to the game and then saying, "Thanks for playing. Although we're happy you guys enjoyed yourselves, we're kind of sick of doing Mass Effect, so this will be the last one," they instead came off as saying, "It makes us miserable to produce these games, so we're sharing some of our misery with you. Now piss off."

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strangematter

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Edited By strangematter

@JasonGeorge said:

@strangematter said:

@joku2002 said:

Wow alot of sucking up to developers recently. When did giantbomb become the Fox News of gaming journalism.

That's a bit harsh. At least Patrick is conceding that one of the major grievances is loss of player agency, even if he seems to be going out of his way to downplay that angle. Judging from the tone of the podcasts they're generally noncommittal as to whether an ending DLC is good or bad. Compare that to, say, IGN, who've basically said that a new ending would be the death of gaming as an artistic medium.

There seems to be a great deal of downplaying, evasion and deflection.

Isn't that what Bioware pays their PR people for?

Downplaying, evasion and deflection, to me, has a subtext of the critics not wanting to contribute to a controversial subject, even if they might share certain sentiments regarding that subject. It's not ideal and is hardly a paragon of journalistic rigor or originality, but it is better than intentionally shilling for an intellectually bankrupt position. Again, there are sites like IGN that are staunchly defending Bioware against the fans who have the temerity to question their immaculate authorship, which I find far more reprehensible.

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Kete

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Edited By Kete

I am so sick of the word entitlement at this point.

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TadThuggish

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Patrick Klepek, next time please speak with someone who has actually finished the game. This half-played, half-processed dialogue with men unfamiliar with the video game industry is grating and annoying and never particularly insightful.

That all being said, the problem with Mass Effect 3's ending isn't that it is dark. The uncertainty and abstinence of clarity is a storytelling technique I happen to adore, and the idea of Shepard never having a happy ending in this dark and fucked up world is admirable. The auteur theory works. What doesn't work is throwing all previous work, both in the series' themes and and in canon, completely out the window in favor of "SHIT I DON'T KNOW!" I'm not a part of Retake Mass Effect because I cannot demand things without the use of my dollar bill. This is art. It's an okay game with a shitty ending, but that doesn't disqualify it as human creation. Many professional critics seem to have gotten it into their minds that loathing the ending is immediately begging for a redo. It's not. I just won't buy the next BioWare game.

I expect better from Giant Bomb, for as much as I talk it up. Avoid turning the conversation into an Us Vs. Them mentality. The ending was phenomenally lazy and won't be looked back on with understanding awe (if you want further proof of BioWare's sheer laziness, look no further than Mass Effect: Deception). You don't necessarily have to agree or find someone who agrees, but you do have to avoid White Knighting a worthless spinning disc. And you do have to provide perception that isn't judgmental and demeaning.

Sorry, bud, but these articles have all been one big...

(Sure explains Manveer Heir trying to end review scores, though, doesn't it?)

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Hailinel

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Edited By Hailinel

@patrickklepek: This dialogue between you and Jensen is severely off-base. As others have said, the issues that most sane people (i.e.: Not Bioware's most ardent fanboys and girls, the Indoctrination theorists, nor the people that are just demanding a better ending for the sake of it) have with the ending is that it is a huge step down in terms of the general quality of writing and presentation. The game introduces a holographic deus ex machina in the last ten minutes of the game that tells Shepard he needs to pick a color in order to stop the reapers. Oh, and the mass relays will be destroyed in the process. And you're probably going to die, too.

Unless the writers at Bioware were planning the ending as an experiment in cognitive dissonance, it's evident that they failed to conceive an ending that could be considered satisfactory by most people in any reasonable context. Casey Hudson and other Bioware representatives made very specific promises regarding how the trilogy would end. Hudson himself said that the ending would not come down to choices A, B, or C. But it does. Either things changed dramatically between the time that Hudson made that statement and the game's release, or Hudson was misleading everyone this entire time.

Look, I'm fine with an experimental ending. I don't mind the metaphysical, existential ending to Neon Genesis Evangelion, but a lot of people did. So much so that Gainax and the show's creator Hideaki Anno were compelled to create a movie that changed the ending. Not necessarily completely, as the movie's ending is much more physical and grounded in reality than the existential strangeness of the original TV ending. But even so, the new ending could almost be seen as Anno's decision to troll the whiners, with violent character deaths left and right, any semblance of rationality being thrown out the door, a staunch refusal to explain itself, and a finale that's just as ambiguous and quixotic as the TV show's comparatively happier ending. To be honest, I don't mind this ending, either. Neither are particularly forthcoming with answers, both are are filled with symbolism to the point of wanking. It's sad that Gainax and Anno felt the need to make a second ending, though this does present the notion that fans should be careful what they wish for.

But that being said, the way that Bioware chose to bring the game to its conclusion is not good in the narrative nor the experimental artistic sense. It is an ending that sweeps the themes and messages that the series stood for for two full games and most of a third under a rug so that Space Child can tell you to pick the flavor of Reaper Defeat you like and prevent the annihilation of organics at the hands of synthetics as a result of some conflict that you've already established thematically isn't an inevitability. There is no basis in logic nor reason for Shepard to be given any of the three choices, nor is there any logical reason for his apparent refusal to argue about how ridiculous the choices are.

Have you seen 2001: A Space Odyssey? It is, in a number of ways, one of the most scientifically accurate science fiction films that has ever been produced, and yet the entire plot is driven the discovery and research behind giant black space rectangles. The events of the earlier parts of the film up to and including the confrontation with and deactivation of HAL are all hard science fiction. And then Dave goes on the Magical Mystery Monolith Tour before turning into the star child at the end of the film. How does any of this make sense? How is this better than Mass Effect 3's Space Child?

Simply put, the monolith was never explicitly explained. No one has any idea what the monoliths truly are, what their purpose is, or who built them. And we shouldn't expect anyone involved in the Jupiter mission to have that knowledge. It's not until Dave has his close encounter with one that he's able to have an understanding, and yet it's still up to us to interpret what happened because of the nature of the way the narrative is presented to us. HAL doesn't suddenly pop up just before the credits to spell everything out for us. But Space Child shows up at the end of Mass Effect 3, explains things away, tells you to do this one other thing, and then expects you to go along with it because he told you to. In 2001, Dave reaches a point where he can't ask questions; there's no one there to answer them for him, even if he could articulate what he wanted to ask. In Mass Effect 3, Shepard has the perfect opportunity to ask questions, and fails to engage in any meaningful dialogue.

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Dreamfall31

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I'm over all of this ME3 stuff. Finished the game a week after it came out and was super dissapointed with most of it. 2 is a far superior game. 3 isn't the worst, just dissapointing. I'm not going to whine and complain about endings..I'll always have ME2 to go back to and 3 to pretend doesn't exist.

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What I have taken away from this article is in a nutshell (no offense to you patrick) is an official "I'm also disappointed with the ending lets have a drawn out discussion on how this happened thread" which is pretty much the same premise with the multiple, and multiple and I mean MULTIPLE threads that pop up every .000000003210321 milliseconds after another pour soul concludes this franchise.

I think a lot of things in the game itself nuanced me and took away from the enjoyable mindless experience that mass effect 1 and 2 was. I enjoyed the mining, the mako, the firewalker missions, the random banter, side quests, intervening with people in the many different places I visited.

3 just kind of took that out, and Just like Jeff said "hey I heard you needed this and flew out into space risked my life to get it for you even though you didn't ask me to get it" to gain useless war assets and at the end of the day all of that really had nothing to do with a better ending. It was more of an incentive to play the game longer, I'm sure you could steamroll through the game in 8-12 hours with minimal resources and get the same crummy endings you could with 50+ hours of getting 100 percent, spending countless hours of multiplayer and really just the meat and potatoes of this series in whole have been substituted with ration paste.

I mean I hope, and I'm really hoping that the dlc that comes out for this game and some patches to make those encounters a tad more INTERACTIVE and maybe some closure with other characters or storylines get injected into this series to make up for the rushed feeling that we beat a beta version of the game.

To be frankfully honest I could give a shit about that bullcrap ending, it was the rushed encounters with everyone who may or may have not survived that were upsetting.

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SlashDance

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*OVERREACTING !*

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Mr402

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Ending was fine. This subject needs to die.