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darth_sibbs

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Mulling the Mass Effect Ending OR: How I learned to stop worrying

The below was (mostly) written prior to the release of the ‘Extended Cut DLC’, I have also provided some follow up thoughts on the way the reworking has been handled. It also appears on my external blog http://the-jaded-gamer.blogspot.com.au/

In the period since the release of Mass Effect has been released much has been made of the ending either for or against, mostly the latter, of course, or at least more of the latter are making themselves heard.

That is neither here nor there in the end, the game ended how it ended and I would be thoroughly satisfied if it was left at that (obligatory potential spoiler warning).

Watch out they're coming to destroy the ending!

Image from time.com (Bioware Attributed Image)

This whole saga essentially proves what people have known for a while, gamers have the feeling that they are entitled to get what they want in a product. No other creative medium would the adoring (or not so adoring) public demand a rewrite, could you imagine Martin Scorsese or Steven Spielberg being demanded to recut their films because of fan demand (some would argue the possibly should have at times, and even George Lucas who is quite prone to a recut, has never done so at fan’s request…it’s always self serving and for his vision which by now that vision is more than questionable), it beggars belief that Bioware would lack the confidence in their vision and actually comply with these near rabid fans.

The main issue seems to be that the endings didn’t take into account your choices throughout the series, and let’s face it, it doesn’t. That’s not a fault that’s a vision, one of those ones that does matter. This game had to end. No trickery just a statement of fact, it had to reach a pinnacle all the story lines had to converge to one point. What my belief is that these people wanted an option where it was sunshine and roses, Shepard lived and we could continue making choices, like whether he retired to ’s 2 largest moon or spent his retirement hanging out in seedy bars continually picking up girlfriends (or boyfriends, no discrimination here).

In case you missed all 3 games, it’s a pretty bleak scenario; the Reapers are harvesting parts of whole civilisations and destroying the rest. It was pretty obvious that there was some sacrifice was going to be made. The ending basically boils down to the same choices you make in every scenario, a paragon, a renegade and a somewhere in the middle solution, which like all your previous actions, have consequences to others, it’s just that Shepard has basically one way he can go to save life in the universe, the ultimate sacrifice.

And major plotlines actually do take into account all your choices and wrap up those major plotlines elegantly. Does it tie directly into the ending, well no, but to have consistent plot lines running through the 60 to 90 hours these games could potentially last for, it is an astonishing feat and to be tied up so convincingly is an impressive feat, and I know that when I lost a potential war asset because of choices I’ve made not just in the third instalment but the first and second too.

Others have complaints about the lack of exposition, with consequences to those friends that we held near and dear, which I guess ties back in to the above point as well. To be honest I wouldn’t be a fan of the campy 5 years later…’Wrex retired to Omega 5 after the war, and still looking for love and a cure for the genophage’. I could see the collective roll their eyes at that one, ultimately does it matter? This has and always has been Shepard’s Story, the team members ultimately tools to make your life easier, sure we grew to love some of them and loathe others but ultimately what happened to them doesn’t matter, you sacrificed yourself so they could live, ultimately giving further context wouldn’t give any more impression that your choices mattered, maybe I hated Wrex and only grudgingly let him survive to the third game, because he seemed to be the most useful way for my game to progress, I’m so upset that he’s living peacefully on Omega 5, see how this works? In fact this leads to a weird case where Bioware were never going to win, regardless of what loose ends they did or didn’t tie up there would have been someone who wasn’t happy with this thread or another wound up. It’s arguably a problem that games have over any other medium, we’ve all spent 60 plus hours shaping and moulding the character, he is part written character, part avatar for each individual, it’s hard not to feel invested, that this is really our story not written by a group of people in a room halfway across the world, writing not only to make a great product, but to fill out their own vision.

A possible concession is that the game does try to cram in a lot of information into the last 5 to 10 minutes that had not been previously alluded to. That’s fine, ultimately I do agree. The revelations could have potentially been dolled out through the game through information that you pick up as you finish major questlines but on the whole I’m Okay with it too. The ending is a point that no other civilisation has reached, it’s fairly reasonable to assume that no one else had this information to dispense, either. I’ll be the first to concede that it is all just a little bit hokey, that some of the justification of the Reapers seems a little nonsensical, why didn’t they start the cycle with the emergence of the geth? Why wasn’t the failure of this current cycle be explained? It raises more questions than answers, yet it still fits, not every story needs to be explained in detail and sometimes leaving you wanting more is better rather than crapping on in 4 hour cut scenes to wrap every last detail.

Mystical super holo-program or convenient hole filler?

Image from masseffect.wikia.com

Ultimately the caving of Bioware to the outcry of disgruntled fans makes all my arguments a moot point; sure it’s not a new, reworked ending, which I am glad there was not a capitulation to the wants of the vocal minority. Instead we get some extra scenes, which ‘add context’ so perhaps those 4 hour cut scenes are abound after all.

Addendum: The Extended Cut was actually everything I wanted to be, considering that it was decided 'it' must exist. I am extremely pleased that they stuck to their guns and the outcomes are essentially the same. It gives greater context to why the reapers are destroying and why your choices are what they are. It also even manages to give the finger to those who said the original 3 choices are not in line with the character they built, well guess what deciding against all those gets you? That’s right by refusing to choose you actually destroy all advanced civilisations, puts these decisions into context doesn’t it?

Maybe it reveals that this game is about sacrifices, doing things for the greater good not about crafting your character as you like, how quickly people forget that the decisions you made were always constrained in one way or another.

All in all the ending stays true to the vision (making some points in my above ramblings essentially moot) while still adding to both the mythology of the Mass Effect universe and providing greater context to why these decisions are set out before you.

All in all these are great ways to wrap to wrap up the series whether you stick with the original ending or go with the extended cut (despite my earlier reservations).

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darth_sibbs

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Edited By darth_sibbs

The below was (mostly) written prior to the release of the ‘Extended Cut DLC’, I have also provided some follow up thoughts on the way the reworking has been handled. It also appears on my external bloghttp://the-jaded-gamer.blogspot.com.au/

In the period since the release of Mass Effect has been released much has been made of the ending either for or against, mostly the latter, of course, or at least more of the latter are making themselves heard.

That is neither here nor there in the end, the game ended how it ended and I would be thoroughly satisfied if it was left at that (obligatory potential spoiler warning).

Watch out they're coming to destroy the ending!

Image from time.com (Bioware Attributed Image)

This whole saga essentially proves what people have known for a while, gamers have the feeling that they are entitled to get what they want in a product. No other creative medium would the adoring (or not so adoring) public demand a rewrite, could you imagine Martin Scorsese or Steven Spielberg being demanded to recut their films because of fan demand (some would argue the possibly should have at times, and even George Lucas who is quite prone to a recut, has never done so at fan’s request…it’s always self serving and for his vision which by now that vision is more than questionable), it beggars belief that Bioware would lack the confidence in their vision and actually comply with these near rabid fans.

The main issue seems to be that the endings didn’t take into account your choices throughout the series, and let’s face it, it doesn’t. That’s not a fault that’s a vision, one of those ones that does matter. This game had to end. No trickery just a statement of fact, it had to reach a pinnacle all the story lines had to converge to one point. What my belief is that these people wanted an option where it was sunshine and roses, Shepard lived and we could continue making choices, like whether he retired to ’s 2 largest moon or spent his retirement hanging out in seedy bars continually picking up girlfriends (or boyfriends, no discrimination here).

In case you missed all 3 games, it’s a pretty bleak scenario; the Reapers are harvesting parts of whole civilisations and destroying the rest. It was pretty obvious that there was some sacrifice was going to be made. The ending basically boils down to the same choices you make in every scenario, a paragon, a renegade and a somewhere in the middle solution, which like all your previous actions, have consequences to others, it’s just that Shepard has basically one way he can go to save life in the universe, the ultimate sacrifice.

And major plotlines actually do take into account all your choices and wrap up those major plotlines elegantly. Does it tie directly into the ending, well no, but to have consistent plot lines running through the 60 to 90 hours these games could potentially last for, it is an astonishing feat and to be tied up so convincingly is an impressive feat, and I know that when I lost a potential war asset because of choices I’ve made not just in the third instalment but the first and second too.

Others have complaints about the lack of exposition, with consequences to those friends that we held near and dear, which I guess ties back in to the above point as well. To be honest I wouldn’t be a fan of the campy 5 years later…’Wrex retired to Omega 5 after the war, and still looking for love and a cure for the genophage’. I could see the collective roll their eyes at that one, ultimately does it matter? This has and always has been Shepard’s Story, the team members ultimately tools to make your life easier, sure we grew to love some of them and loathe others but ultimately what happened to them doesn’t matter, you sacrificed yourself so they could live, ultimately giving further context wouldn’t give any more impression that your choices mattered, maybe I hated Wrex and only grudgingly let him survive to the third game, because he seemed to be the most useful way for my game to progress, I’m so upset that he’s living peacefully on Omega 5, see how this works? In fact this leads to a weird case where Bioware were never going to win, regardless of what loose ends they did or didn’t tie up there would have been someone who wasn’t happy with this thread or another wound up. It’s arguably a problem that games have over any other medium, we’ve all spent 60 plus hours shaping and moulding the character, he is part written character, part avatar for each individual, it’s hard not to feel invested, that this is really our story not written by a group of people in a room halfway across the world, writing not only to make a great product, but to fill out their own vision.

A possible concession is that the game does try to cram in a lot of information into the last 5 to 10 minutes that had not been previously alluded to. That’s fine, ultimately I do agree. The revelations could have potentially been dolled out through the game through information that you pick up as you finish major questlines but on the whole I’m Okay with it too. The ending is a point that no other civilisation has reached, it’s fairly reasonable to assume that no one else had this information to dispense, either. I’ll be the first to concede that it is all just a little bit hokey, that some of the justification of the Reapers seems a little nonsensical, why didn’t they start the cycle with the emergence of the geth? Why wasn’t the failure of this current cycle be explained? It raises more questions than answers, yet it still fits, not every story needs to be explained in detail and sometimes leaving you wanting more is better rather than crapping on in 4 hour cut scenes to wrap every last detail.

Mystical super holo-program or convenient hole filler?

Image from masseffect.wikia.com

Ultimately the caving of Bioware to the outcry of disgruntled fans makes all my arguments a moot point; sure it’s not a new, reworked ending, which I am glad there was not a capitulation to the wants of the vocal minority. Instead we get some extra scenes, which ‘add context’ so perhaps those 4 hour cut scenes are abound after all.

Addendum: The Extended Cut was actually everything I wanted to be, considering that it was decided 'it' must exist. I am extremely pleased that they stuck to their guns and the outcomes are essentially the same. It gives greater context to why the reapers are destroying and why your choices are what they are. It also even manages to give the finger to those who said the original 3 choices are not in line with the character they built, well guess what deciding against all those gets you? That’s right by refusing to choose you actually destroy all advanced civilisations, puts these decisions into context doesn’t it?

Maybe it reveals that this game is about sacrifices, doing things for the greater good not about crafting your character as you like, how quickly people forget that the decisions you made were always constrained in one way or another.

All in all the ending stays true to the vision (making some points in my above ramblings essentially moot) while still adding to both the mythology of the Mass Effect universe and providing greater context to why these decisions are set out before you.

All in all these are great ways to wrap to wrap up the series whether you stick with the original ending or go with the extended cut (despite my earlier reservations).

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dillonator

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Edited By dillonator

Oh look, you undermine hundreds of words by using the cliched 'entitled' line.

If you honestly want to talk about vision, then why is the vision so malleable that it the punctuation mark was constructed right before the game went to gold? Or what about narrative shifting, where the game suddenly becomes a philosophical quandary to wrap a bow around something rather than character contextual decisions with philosophical differences? Or how a series that was, from the very start, not about grander scope of philosophical exploration suddenly turning into a quest to create false depth?

It's a space opera, and a three part story. As a one off game, then the ending is viable for experimentation purposes. It's clumsily executed, but whatever. To act as though the gaming public is entitled when the level of conversation for the colossal fuck up the ending to the series was has to do with examination of narrative shifts, in lore failings, and sudden change in stated purpose, is disingenuous and completely false. You might have enjoyed it, and for whatever that's worth, I'm glad you did. But don't insult the intelligence of people or take a shot at people who voice their displeasure to a company that has stated from the get go that this series is a joint creative venture between fans and Bioware. Nobody told them to extend those platitudes, they did it themselves. Nor does false equivalency to the artistic vision of directors for films when Hollywood executives, producers, and studios force shifts and changes on a whim and cut content based solely on what they feel sells, not by what a director or screen writer have as their 'vision'.

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living4theday258

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Edited By living4theday258

I really wish people would let Mass Effect 3's ending go...

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FLStyle

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Edited By FLStyle

A desperate attempt to get views for an article that was ignored in its original post, filled with misconceptions like "entitlement" that have long since been dismissed, about a subject that people got tired of talking about a long time ago.

Posting this was a bad idea.

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deactivated-59ec818a3faf4

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@Darth_Sibbs said:

gamers have the feeling that they are entitled to get what they want in a product.

Isn't that part of the basis of a free market?

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Edited By Baillie

You miss the point at what people are unhappy with. The fact that the end is not in line with the rest of the story. Some child comes and lets you choose how to end the war, not by fighting the reapers, not by talking them down, nothing. It's a build up of tension of 3 long games that comes to something that doesn't seem appropriate after that many hours.

I still haven't went back and played the extended cut, don't see the point.

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impartialgecko

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Edited By impartialgecko

This is still a thing?

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deactivated-5e49e9175da37

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I find it endlessly amusing that people think whether or not they saved Wrex was going to drastically change the way they resolved the Reaper threat. You saved the Council so now the Crucible has a Council Beam function that turns everyone into the turian councillor.

I wonder what people actually thought was going to happen when they built the Crucible and shot Illusive? They would hit the beam and all the Reapers would die and that would be it? Did they not think the Reapers had some sort of origin, and that BioWare would pull the curtain before the end? The entire series is a collection of parent-child/creator-created scenarios, right down to loyalty quests in 2. Everything revolves around the dramatic tension of the growth of new life, whether its humanity's entrance, the rachni's revival, the geth, the ardat-yakshi, Thane's kid, Jacob's father, Miranda's father, Illusive's plans to lead humanity to a new era, the Reapers need to prune organic and synthetic life before it grows too far, the salarians keeping the krogan in cultural stasis to prevent them growing too much, the ENTIRE THING is parent-child dramatic scenarios. Of course you would learn of the Reapers origins.

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deactivated-6620058d9fa01

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@Darth_Sibbs said:
gamers have the feeling that they are entitled to get what they want in a product.
I'm pretty sure that most people don't want to buy shit products of any kind. Oh wait, games are art. My bad.
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Turambar

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Edited By Turambar

I'd really prefer if people stopped abusing the Dr. Strangelove title scheme.  It doesn't mean what you think it means.