Now first off, I want to have one rule in this thread that I would much appreciate if you guys would oblige to if you wanted to respond. PLEASE, PLEASE, PLEASE do not turn this into another "why Mass Effect 3 ending sucked or didn't" thread. I notice this happens a lot where the topic will be about one thing and the readers will take what I call the "tabloid" approach where instead talk about the most prevalent generic done to death topic that come to mind that has some association with the OT.
Don't do it! Stop! Actually, pardon my boldness but "fuck you" if you do. Okay, I really didn't want to put it that way... actually! Yes I did.
FUCK YOU IF YOU DO!
Okay... okay. I really got side tracked there, and it's not a very good start to this thread. Please just entertain that one rule for me... PLEASE! This just isn't what's wrong with ME3s ending, because if you asked me, the series was doomed from the start.
Anyways, back to business...

First off, I want to mention this isn't something I became aware of in ME3. If anything that game cemented my reason for everything that was wrong with the series, and it all has to do with this story telling mechanic.
One of the biggest things ME was touted about was how much your choices "mattered." This wasn't just going to be one game, but a series where every choice you made would be felt in other games. A story mechanic version of the butterfly effect where every little detail could and would come up in the next game in the franchise. This was ME greatest feature and ultimately lead to it's biggest undermining in the end.
The first time I noticed the problem was in ME1 when I replayed it making different choice to see what outcome I would get, and what disappointed me was to see generally nothing really could change the overall arc of the story. Second play through, I decide to act like a complete asshat to the council during briefings by hanging up on them all the time. Would this make them question my abilities a a specter? Nope, it didn't. Okay, let's kill everyone this time, Wrex dies too, what difference did this make? Absolutely none. No decision you make truly deviates and makes irreversible changes to the overall arc of the story. Now with the first game I could live with these features. But with the second game - since we were suppose to save our completed games - it was time to see just how much alteration the series would take by the choices I made.
First off, let's see how the council would feel about me joining Cerberus? They're willing to reinstate my specter status as long as I stay in the transverse? Okay, now what if I let the original council die, with the new members they might decide to try and arrest me on the Citadel and force me to fight my way out, right? Nope... cone again they're willing to reinstate my specter status as long as I stay in the transverse. Okay, Udina, he hates my guts, let's see how my return to the Citadel be different if I placed him in charge instead of Anderson... They're willing to reinstate my specter status as long as I stay in the transverse... -_-
Now I know how impossible it would be to make a game with such altering outcomes. But since the series always touted how much our choices matter, in the end they could do nothing but make a game that completely and utterly didn't... and that's why in the end, all we could be left with was blue, green and red (only time I'm going to mention it).
A game of choices is only worth while when you are able to see the differences that's been made to the outcome. You need consequences to your actions, and there was absolutely none in the game.
Eradicating or saving the Rachni queen makes no changes to the fact you still encounter them in ME3 predominately as enemies. Choosing Ashely over Kaiden made no different because even with different personalities and mind sets, in ME2 both choose not to join you with Cerberus, and play out the exact same motion in ME3 questioning you, being hospitalized, and later chosen to become specters. With or without Wrex, you still have a less interesting brother that does the same thing as Wrex and unite the clans and eventually decides to help you if you cure the gennophage.
Threre are never any major alteration to the story and where you stand in the game.
Now let's take Fallout: NV. If you decide to choose the less than pleasant dialogue option, you might end up with a friend turning foe and openly attacking you for the choices you made. Now even though that game does also follow patterns. The choices you make does alter your quest lines and ultimately you're left with playing a different game and in a different world from the one to started off with.
Don't do it! Stop! Actually, pardon my boldness but "fuck you" if you do. Okay, I really didn't want to put it that way... actually! Yes I did.
FUCK YOU IF YOU DO!
Okay... okay. I really got side tracked there, and it's not a very good start to this thread. Please just entertain that one rule for me... PLEASE! This just isn't what's wrong with ME3s ending, because if you asked me, the series was doomed from the start.
Anyways, back to business...
First off, I want to mention this isn't something I became aware of in ME3. If anything that game cemented my reason for everything that was wrong with the series, and it all has to do with this story telling mechanic.
One of the biggest things ME was touted about was how much your choices "mattered." This wasn't just going to be one game, but a series where every choice you made would be felt in other games. A story mechanic version of the butterfly effect where every little detail could and would come up in the next game in the franchise. This was ME greatest feature and ultimately lead to it's biggest undermining in the end.
The first time I noticed the problem was in ME1 when I replayed it making different choice to see what outcome I would get, and what disappointed me was to see generally nothing really could change the overall arc of the story. Second play through, I decide to act like a complete asshat to the council during briefings by hanging up on them all the time. Would this make them question my abilities a a specter? Nope, it didn't. Okay, let's kill everyone this time, Wrex dies too, what difference did this make? Absolutely none. No decision you make truly deviates and makes irreversible changes to the overall arc of the story. Now with the first game I could live with these features. But with the second game - since we were suppose to save our completed games - it was time to see just how much alteration the series would take by the choices I made.
First off, let's see how the council would feel about me joining Cerberus? They're willing to reinstate my specter status as long as I stay in the transverse? Okay, now what if I let the original council die, with the new members they might decide to try and arrest me on the Citadel and force me to fight my way out, right? Nope... cone again they're willing to reinstate my specter status as long as I stay in the transverse. Okay, Udina, he hates my guts, let's see how my return to the Citadel be different if I placed him in charge instead of Anderson... They're willing to reinstate my specter status as long as I stay in the transverse... -_-
Now I know how impossible it would be to make a game with such altering outcomes. But since the series always touted how much our choices matter, in the end they could do nothing but make a game that completely and utterly didn't... and that's why in the end, all we could be left with was blue, green and red (only time I'm going to mention it).
A game of choices is only worth while when you are able to see the differences that's been made to the outcome. You need consequences to your actions, and there was absolutely none in the game.
Eradicating or saving the Rachni queen makes no changes to the fact you still encounter them in ME3 predominately as enemies. Choosing Ashely over Kaiden made no different because even with different personalities and mind sets, in ME2 both choose not to join you with Cerberus, and play out the exact same motion in ME3 questioning you, being hospitalized, and later chosen to become specters. With or without Wrex, you still have a less interesting brother that does the same thing as Wrex and unite the clans and eventually decides to help you if you cure the gennophage.
Threre are never any major alteration to the story and where you stand in the game.
Now let's take Fallout: NV. If you decide to choose the less than pleasant dialogue option, you might end up with a friend turning foe and openly attacking you for the choices you made. Now even though that game does also follow patterns. The choices you make does alter your quest lines and ultimately you're left with playing a different game and in a different world from the one to started off with.