The thing that surprised me most about the whole "Mass Effect 3 Ending" debacle wasn't the fact that it became as heated as it did. It wasn't even the fact that so many fans gave so much of a damn over it that they raised thousands of dollars, flooded YouTube and Twitter, and bought hundreds of Edmonton cupcakes. It was the fact that I learned so much about so many things: everything from why some stories can or can't end well, to how so many people can come to care so much about something, to the difference between "creative integrity" (yes, it's a real thing) and "creative ownership" (yes, there's a difference). I could go on and on. Ultimately I think this whole thing was an incredibly positive experience for Bioware, for its fans, and for the gaming industry as a whole (though it probably doesn't look that way from where we stand today).
I imagine that the people over at Bioware are still recovering from the mass outcry of fans that began some weeks after the game's launch and, to some extent, continues to this day. To me, it's apparent that the game was a labor of love, and it irks me when complainers keep chalking it up to "laziness" on Bioware's part. This largely smells of ignorance, I believe, because I'm fairly certain that even lesser games still require at least a dozen people working their asses off. Video games are hard to make. And Mass Effect 3 isn't a lesser game; in fact, it's a pretty damn stunning game for the most part.
I think that the failure of the endings stem from two things that are inherently connected: the first being that Bioware possibly doesn't realize just how good they are at what they do, and the second being that they may have misjudged just exactly what kind of thing they've created here. Please note from hereon in that this article is just one of countless zillions of other attempts at Internet validation, so of course everything here is my opinion only. As such, what I've observed is that I can't really think of many other games that would have sparked this much of an outcry from its fans - because how many **** do people give about this one lowly game series among the multitude of others out there? The answer is, it seems, A LOT. Bioware should wear a badge of honour that says, "We make games that people love SO MUCH that they will actually incite internet warfare if they feel our games didn't meet their expectations". I mean, games fail to meet gamers' expectations all the time - pretty much on a regular basis. But not many have actually inspired its gamers to communicate with the developers to make the game better. And by communicate I mean "rage", "overload the forums", "dominate gaming news headlines", and "create complex theories to attempt to validate what the developers gave them as something better than it actually was". If that's not passion and dedication, I don't know what is.
So what do I mean when I say that Bioware isn't aware of how good they are? I mean that they are so good at creating unique, loveable (not teddy-bear loveable, but real-love-interest-loveable) characters that when they mess with them, people will be MAD. Like, REALLY MAD. These characters they make are so good that people start seeing them like their characters. The thing about Bioware games is that plotlines and stories aren't their forte; the heart and soul is always in the characters. Granted, the plots and stories are better than average, but not by much; they generally follow a solid but predictable "good versus evil" hero's journey, with shades of grey added to the mix. This might all sound like a negative thing but it isn't, because they've used this formula as a solid, effective foundation for their stunning character ensembles. And this is where they really shine, far above any other game developer I've seen: they make the story about the characters, as opposed to the other way around. When they tried to depart from this formula in Dragon Age 2, the result was a commendable effort but ultimately an inferior game; it had a more unique storyline, but its characters were weaker and less memorable. Take Anders, for example: he is a passionately pro-mage advocate. Other than that, what is he? Does he have a sense of humor? (hmm?.maybe a bit, but not much.) Is he funny? (No.) Is he nice? (uh?I guess so?) In the end I started to get irritated with him because the only thing he ever talked about was the injustice towards mages. All in all, he is a character who almost exclusively serves the plot, but the plot doesn't serve to develop him. The same can be said for most of the other characters. And the plot itself, while more unique than other Bioware games, isn't particularly strong either; sure the whole mage-templar thing is murky, but murky doesn't necessarily mean more compelling.
This is where Mass Effect 3's ending went wrong: the series as a whole was based on the standard hero's journey, all throughout Mass Effect 1 and 2. The hero's journey, in turn, is about the people the hero meets and the decisions he makes based on what he learns from his relationships with them. There was a very defined "good" (Shepard, though you could grey him/her up a bit with renegade leanings) and a very defined "evil" (the Reapers - big, impersonal, unemotional destructo-bots, aka. the perfect standard villain). Perhaps Bioware thought that such "standard" fare was a weakness, and tried to "improve" it by throwing in some murk in the form of the Catalyst. Instead, the result was an ending that was abrupt, confusing, and asynchronous to the series' overall tone. Imagine if Frodo and Sam, standing at the pit of Mordor in "Return of the King", suddenly encountered an apparition of Sauron who said "I created the Ring to destroy Men to prevent them from destroying each other and the entire world!" It's a twist that seems to be thrown in for the sake of having a twist and, er, lots of speculation for everyone. No - Lord of the Rings was a run-of-the-mill hero's journey, and it's still one of the greatest literary classics in existence. It didn't have a complex villain, and in fact it had very few shades of grey. But it went for the standard hero's journey, and did it perfectly. Recall with me the climax of the Return of the King's film version: the Ring melts away in lava, Sauron explodes with a fantastic supersonic boom that engulfs the land and scatters the Orcs, the united armies of Middle Earth stare in awe and disbelief, and Frodo and Sam make their victorious escape from the Black Mountain. It was breathtaking, it was simple, and it was climactic: the Ring is finally destroyed.But Mass Effect - by throwing the intentions of the main antagonist for a loop - ends up taking the story's focus away from the characters we've come to know and love, and placing it instead on this strange new plot twist.
Let's face it: the Mass Effect series is built on the same skeleton as the Lord of the Rings, which is why I'm using it so extensively as an example. You have your mindless, orc-like minions in the hundreds that you don't mind killing, you have your looming evil overlord, your key character who once was good but fell under the influence of evil (Illusive Man), and finally your champion who will overcome dissent and unite the world to battle evil, supported by a tightly-knit group of misfits. This story already has an ending: the hero wins, evil is vanquished, and everyone lives happily ever after. If you start your story on this path, you damn well better follow through all the way to the end.
A lot of players felt betrayed by the original endings largely because of this sudden departure from that path, and yet a lot of that was due simply to the fact that many things were unclear. Such as: did I just destroy the Mass Relays and screw everyone over? And why? Are the Reapers not actually evil anymore? And are my friends screwed too? And am I really bound to the logic of this deus ex machina that I've never seen before in the series, to make a choice that was never foreshadowed either? Thankfully, the Extended Cut helps to somewhat set the story back onto the path of "happily ever after" by clearing these plot holes, and the last shot of the Normandy flying off the planet is the proper tone this time around. It doesn't help the fact that the sense of a big, cathartic climax is missing (I think it's supposed to be the part with the sad and gentle piano music in the background), or the fact that the Catalyst guy is still there. In fact, the Extended Cut can't fix that part because the whole Catalyst thing was flawed from the very beginning of the game. Interestingly, it's both the game's strongest plot device (in that it ties the motif of the little boy from the very beginning to Shepard's dream sequences, and finally as a sort of "metaphor" as the Catalyst) and also the weakest (in that the recurring motif is actually not related in any way to the Catalyst, and thus is functionally useless in everything but appearances). Somehow, this one character manages to make and break the plot at the same time; with him, the plot has continuity but no sense, and without him, the plot is disjointed, though perhaps a bit more coherent. Bioware couldn't remove the Star Child thing (despite the pleas of many fans) because it would break the whole game's story. Nevertheless, I do think that they did a good job working with what they had for the Extended Cut, and they made the best of what they could.
Which brings us to the question: should Bioware have made the Extended Cut at all, if it couldn't fix the core of the problem in the first place? Did they lose any "artistic integrity" by doing so? The answer to both questions can be answered by another question: did Bioware make the Extended Cut because of their own need to add more insight to the story? They claim the answer to that was "yes"; I believe it was Casey Hudson who said something like, "we love the series as much as the fans do, and we wanted more time to say goodbye to our story". Meanwhile, I kept my eyes peeled throughout the DLC for signs that they indeed added more to the story, rather than simply explaining what was already there. The result was that I did, in fact, catch small glimpses of evidence that they fleshed out more of the story and created something we hadn't seen before. One example is the "secret" fourth ending, in which we get to see Liara's time capsule; I thought this part was well-done, it flowed perfectly with what the series previously provided, and it was a poignant, understated way to tell us "everybody died" without needing to show us. Another example is the brief moment when Joker is frantically trying to rescue Shepard, but is stopped by a crew member; not only does this explain why Joker was leaving Earth, but it also gives us an official, final "parting" moment with the crew, as well as a moving sort of goodbye to Joker. In a way, this scene provided a lot more closure than when you see your crew mates disembark the Normandy on Jungle Planet.
All of these additions were subtle, but they were still there. And although these appearances may seem minute, they're important because they change the meaning of the DLC: if all Bioware did was explain away plot holes, then the DLC wouldn't be much more than fanservice. But if they do add something new to the story, then we can interpret the DLC as an affirmation of their "creative integrity" (as in "Yes, we're sticking to our guns, and we're going to show you why"). Mass Effect 3 is not art, for the simple fact that is was created primarily to cater to a client/consumer in exchange for a profit. An artist might say, "screw you, me and my art don't need your input and your money anyway. I'M the artist here." However, a designer says, "All right - you're unhappy. Let's discuss this and see how we can fix it." You can argue that design is "applied art": that is, art with the purpose of fulfilling a specific function. The main difference is that art can exist without consideration of its audience, whereas design is made specifically for that audience. In this light, I wholeheartedly agree that Mass Effect 3 is design. An artist can stick to his creative integrity solely on the basis of authorship; a designer, on the other hand, must have a reason. His authorship is conditionally based on how well he is meeting his audience's expectations. If he refuses to communicate with his audience, then he won't be able to make something his audience appreciates.
Heavy semantic discussion aside, most of the issues people have with Mass Effect 3 are actually inherent throughout the game, and not just to the ending. We'd never heard of the Catalyst in previous games; we expected our choices to have a true, visceral impact on our endgame, as opposed to merely a number on a console (something a la Dragon Age: Origins, in which you actually deployed the armies you gathered); we expected the resolution of the game to focus on the achievement of uniting the galaxy, as opposed to the "organics versus synthetics" conflict. Yet, I did get a lot of satisfaction from the Extended Cut. I actually almost couldn't bring myself to watch the part where the love interest puts the plaque on the memorial - it was so damn sad (and in a good way)! And I did feel that the story was really over. But above all else, as I replayed the whole ending sequence from the Cronos base, I had a blast shooting aliens and remembered just how much fun I had. Despite its flaws, this was a great game, and because of everything that happened - whether good, bad or ugly - the games in the future can only be greater still.
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