Poll: A Defense for Space Timmy's Presence at the end of ME 3

Recommended Videos

Savagezion

New member
Mar 28, 2010
2,455
0
0
Or the game could have delivered an actual battle at the end. This game acted like there was going to be some cool war on Earth that would bring an end to it. It even looked that way going in to the war. But no, a dialogue scene is what they chose instead. You know so you can pick ending A ,B, or C. I guess final Bosses or final battles are to hard for the majority demographic or something. The thing you forget is there is no reason a dialogue sequence HAD to be the end of the game.
 

evilneko

Fall in line!
Jun 16, 2011
2,218
49
53
chimeracreator said:
RJ 17 said:
The point is, SOMETHING had to start the cycle. SOMETHING had to "build" the first Reaper. It was either an entire civilization getting together, drinking their "special kool-aid" from so may humble Dixie cups, then jumping in the liquification vats. Or the process had to be automated and controled by something...something like an AI who feels the best way to fulfill its primary purpose is to destroy all advanced forms of life.
Not entirely true. Based on what the reapers are they could have easily ditched the organic vs synthetic argument and just said that some truly ancient species made themselves into the first reapers thus achieving, in their minds, immortality. After living like this for eons and seeing organic civilizations rise, fall, make war upon each other and themselves they came to believe that they should help these civilizations by granting them the gift of immortality that they had long since achieved.

Thus they set out and turned the races of that era into more reapers and laid the groundwork for the salvation of future races. They would forever preserve their culture and many key figures of their golden ages through their gift.

This makes a LOT more sense in my mind based on what Harbinger and Sovereign said in previous games. We know each reaper was made of tens of thousands if not tens of millions of people or as Sovereign put it, "we are each a nation."

But instead they turned them into a poorly thought out tool of an idiot godchild who could have just went: "Well crap they finally figured it out. I better relocate for the next cycle while he bleeds out on the floor down there."
I love it. Go work for Bioware.

'course then they really would be a direct rip of the Borg, but it's better than starchild.
 

DragonStorm247

New member
Mar 5, 2012
288
0
0
Shocksplicer said:
1. The problem wasn't that he was unnessesary, it's that the whole sequence was poorly written and stupid. Also, having him appear as that annoying shit from the first level was just plain fucking ridiculous.
EVER.
Exactly. Having more or less that same conversation with Harbinger would have much better IMO. Reaper voices are so excellent.
 

Casual Shinji

Should've gone before we left.
Legacy
Jul 18, 2009
20,519
5,335
118
Savagezion said:
Or the game could have delivered an actual battle at the end. This game acted like there was going to be some cool war on Earth that would bring an end to it. It even looked that way going in to the war. But no, a dialogue scene is what they chose instead. You know so you can pick ending A ,B, or C. I guess final Bosses or final battles are to hard for the majority demographic or something. The thing you forget is there is no reason a dialogue sequence HAD to be the end of the game.
It could've still been a dialoge section, just a good one. It could've been a battle of wits against Harbinger, where he confronts you with the choices you've made throughout the games and tries to break your mind in the process.

It could've been something that didn't make you feel like you'd spent all that time building alliances and fighting the reapers just to have it end with the 3 lame choice-omatic.
 

jklinders

New member
Sep 21, 2010
945
0
0
That's a lot of typing to defend lazy writing. Not necessarily bad writing but very lazy writing.

Starbrat was always a diablis ex machina. The fact that he was foreshadowed (so late in the third game that it only emphasizes my point) doesn't make it any less of an ass pull. It would have been better to leave the reason for his existence quiet than it was to say that he was created as an AI to save a civilization from AI. That actually makes it even more of an Xzibit meme than it already was rather than less. So they broke it further in trying to fix it.

The architecture of the catalyst makes no sense at all. Why did 3 very distinct devices appear in there that worked in just that way? How does shooting this random thing make a laser that kills all AI? How was that synthesis beam made again? Without even knowing what it does? How did the flesh frying levers in control make you the new Catalyst? I guess what I'm asking is how did the Crucible get developed by tens of thousands of dying cycles without them having a clue how it was supposed to work, or what it worked with?

The trouble here is that it turns into a bit a gong show when you realize that Bioware was pushing the whole synthesis angle as "best" the entire time. The clue is in the terminology. A crucible is a melting pot used to create new alloys in and a catalyst is the new element needed to create a reaction in chemistry when making new things. So the superweapon of the ancients is a melting pot to homogenize all life into a monstrous combination of organic and synthetic life. Against their will and without asking. Also, kind of like what the Reapers were doing all along but sucking at it. This crap falls to pieces in two places. One, something this complicated is not going to be invented without knowing what it does. And two, with one being true then it makes better sense that Starbrat was the one doing the guiding. No hint of that here though.

I think I will just go back to thinking that Starbrat was simply an AI who won a war against organics a billion years ago and gets his kicks and innovation from kicking over our sandcastles every 50000 years. It makes better sense than anything Bioware did on this or that wall of text above.
 

Hugh Wright

New member
Apr 2, 2010
96
0
0
DragonStorm247 said:
Shocksplicer said:
1. The problem wasn't that he was unnessesary, it's that the whole sequence was poorly written and stupid. Also, having him appear as that annoying shit from the first level was just plain fucking ridiculous.
EVER.
Exactly. Having more or less that same conversation with Harbinger would have much better IMO. Reaper voices are so excellent.
Amen.
A keeper would also have been acceptable (talking the cream tech from countless cycles), hell een a ball of lights like Illoss would have been better that Timmy (or Casper as I call him).
Though my personal favourite is that timmy is just the user interface and previous cycles modified the catalyst to merge, control or destroy reapers.
 

RedEyesBlackGamer

The Killjoy Detective returns!
Jan 23, 2011
4,701
0
0
Let us not forget that you had to play multiplayer to get the "best" ending as it is the only way to get galactic readiness up. That just so happens to directly contradict what they said about the multiplayer before the game was released. So while we are trying to rationalize terrible parts about the ending, might as well throw that out there too. And the whole Star child sequence has to be in Shepard's head. Otherwise it becomes the stupidest event and revelation I've ever seen in a story since Highlander 2.
 

CommanderL

New member
May 12, 2011
835
0
0
Adam Jensen said:
No. He shouldn't exist. It doesn't matter what you write and how you write it. Nothing can change the fact that it's existence retroactively ruined the entire trilogy.

EC made it worse actually. It revealed why it was created. So we are supposed to believe that a bunch of organics who were AT WAR with synthetics decided that the best course of action is to create another AI to tell them what to do. What? They couldn't make a weapon that would destroy all synthetics or something like that? They had to create an AI to help them with their AI problem? It doesn't make any god damn sense at all.
How retarded do you have to be to do something so fuckin' stupid?
You have said the same thing I was going to only you said it way better -tips hat=
 

RJ 17

The Sound of Silence
Nov 27, 2011
8,687
0
0
Atmos Duality said:
Such effort to defend such shitty writing.

Foreshadowing a Deus Ex Machina for later does not in any way make it less of a Deus Ex Machina. If you want to interpret the foreshadowing in Mass Effect 1 as to refer to the Star Child, go ahead. But it isn't conclusive because the foreshadowing itself is VERY vague.
(probably was by design so that they could have wrote in any Deus Ex Machina they wanted later. Not specifically Star Child)

This is shitty writing.

Why? It's exactly like foreshadowing with the line "God works in mysterious ways." and then introducing God at the 11th hour for the plot resolution.

It invalidates *everything* that lead up to that point.
Not good for a story meant to bring closure as the end to a long trilogy.

That's precisely what the Star Child is; it's that "God who works in mysterious ways".
Why are the Reapers acting under the contradictory-logic of "We must kill all of you so that you don't kill each other"?
Because Star Child says so, and it has its own agenda that the CHARACTERS (not necessarily the audience) allegedly "cannot understand".

Oh. How awfully convenient. So instead of the Reapers acting like patently-retarded murder machines, it's the Star Child who told them to do that because he's the collective will of the Reapers. OK. So what's *his* motivation?

Never explained.

If the so-called "answer" to a specific question leads back to the same exact question, then it isn't a valid answer for the audience.
It's a cop-out to avoid having to answer that question, and that's one of the worst things you can do in a story that's designed specifically to bring closure.
For starters, he isn't foreshadowed in the first game, he's foreshadowed when you're going to Thessia in ME 3 to get the Prothean VI you need to finish the Crucible. And it's not a vague foreshadowing either, the VI quite specifically tells you that something has to be controlling the Reapers.

Secondly, the kid quite clearly tells you what his motivation is: prevent conflict between organics and synthetics. If there's no organics or synthetics to fight one another (i.e. because they've been harvested) then he considers his objective complete. As I said, it's the classic theme of an AI killing it's creators because it was following it's programming/purpose too well. He was tasked with a problem: "Solve the problem of "inevitable" conflict between synthetics and organics." Well one solution to that problem certainly is to just remove the organics and synthetics.

And finally, the Reapers aren't working under contradictory logic when you take into consideration their motives, which is to say, Timmy's motives. While we see what he does with the Reapers as wholesale, mindless slaughter ("killing us with synthetics so we won't kill ourselves with synthetics"), he sees it as saving the entire galaxy (preserving us in Reaper form - thus technically still existing - so we don't kill ourselves with synthetics) from wiping itself out. It's a matter of perspective. The fact that so many of us gamers seem to have missed this simple observation certainly does make "You cannot possibly comprehend our motivations" as the Reaper mantra hold true for both the characters and the players.

As for why all the effort to defend this? For one, I'm not defending to story telling, I'm defending the specific role that Timmy fills. But beyond that, a llllllooooonnnnnggggg time ago I also made a rather large thread defending the Dragon Age 2's story which also seemed to fly right over people's heads.

I'm not saying that Bioware has the best writers, but where as a lot of people look at Timmy and say "lazy writing device", I look at the general reaction to Timmy and say "lazy audience reaction". All I did was put some thought into it and I was able to make - what I feel - is a pretty good argument, same way all I did was put some thought into the 3 original endings and that led to my predicting the 3 EC endings only 6 days after the game itself came out.

But I do want to ask you something. A lot of people complain that Timmy is just a fountain of exposition and they don't like such a story-dump. Well alright, then just how WERE we supposed to learn all that crap? The Reapers aren't necessarily the most talkative bunch when it comes to explaining their history, and literally no one in the entire galaxy knows any of that stuff. I'll fully agree that the scene as we saw it originally was REALLY bad, but I think the EC did a good job at fixing it, in order to understand the motivations of Timmy and the Reapers, you have to first understand the history behind them.
 

chimeracreator

New member
Jun 15, 2009
300
0
0
RJ 17 said:
For starters, he isn't foreshadowed in the first game, he's foreshadowed when you're going to Thessia in ME 3 to get the Prothean VI you need to finish the Crucible. And it's not a vague foreshadowing either, the VI quite specifically tells you that something has to be controlling the Reapers.
After rewatching the scene http://www.youtube.com/watch?v=tqrK0WYH6xE it is true that the VI mentions that he believes reapers are servants to the cycle, but more than that they don't know. To me it sounds more religious than direct akin to someone stating they are a servant of god or a public servant. They don't literally receive orders from anything, but they do what they think would further the cause of the entity that they claim to serve.

RJ 17 said:
Secondly, the kid quite clearly tells you what his motivation is: prevent conflict between organics and synthetics. If there's no organics or synthetics to fight one another (i.e. because they've been harvested) then he considers his objective complete. As I said, it's the classic theme of an AI killing it's creators because it was following it's programming/purpose too well. He was tasked with a problem: "Solve the problem of "inevitable" conflict between synthetics and organics." Well one solution to that problem certainly is to just remove the organics and synthetics.
True, there is no contradiction in this purpose and I won't deny that. However, it isn't a very efficient way to achieve said purpose making its entire quest sort of stupid. If your goal is to protect famous pieces of art the best way to do so isn't to stick paintings inside robots that then attack art galleries to steal more paintings to put in more robots while getting blown up by the police.

As it stands hundreds if not thousands of reapers seem to die each cycle snuffing out the lives of entire civilizations that they "saved" from AIs. If the reapers are just AIs built to serve this purpose then this loss is unacceptable.

RJ 17 said:
As for why all the effort to defend this? For one, I'm not defending to story telling, I'm defending the specific role that Timmy fills. But beyond that, a llllllooooonnnnnggggg time ago I also made a rather large thread defending the Dragon Age 2's story which also seemed to fly right over people's heads.
I liked Dragon Age 2 more than the original, but I'm strange. I just thought it was a better told and more interesting story with a more balanced combat system... even if the multiple wave system was stupid to the extreme. The extended cut helped with the god child and it's entirely possible that if I had played that first I wouldn't have uninstalled the game out of disgust, but even still I have trouble believing that the same people who wrote the Geth exposition mission wrote the god child.

The geth mission was an interesting experience that helped explain what the Geth were in a slightly surreal world. While the god child was just a blatant attempt at emotional manipulation that fell flat on its face... ditto for those annoying dream sequence "missions". If saving the kid was impossible and he ignored me why should I feel bad about it? I mean maybe if I did bring him along and he died after I got to know him I might feel bad, but as it stands he had two lines of dialog in which he was utterly disagreeable.
 

Ruzinus

New member
May 20, 2010
213
0
0
I think one problem with the ending that doesn't get brought up a lot is that it entirely doesn't fit with the characterization of the Reapers thus far. Every time you meet a Reaper, it is a complete and utter dick to you. They're just RUDE. Harbinger goes out of his way to trash talk you, repeatedly calling you out during fights in ME2.

Then you meet this kid and he's like, "Hey, sup? We really just love life. I'm gonna sit back and let you decide what to do with us."


There was this explanation floating around surrounding the release of ME3, both before and after, that was supposed to be some of Karpyshyn's original plan for the ME3 story. The idea was that the harvesting of civilizations into Reapers was part of the Reaper's attempts to fight some sort of dark energy threat, some increasing problem in the very nature of the universe. Something about humans made them the best candidates yet for stopping this problem once reaperized. The fact that humanity would be to some degree preserved in Reaper form and that their being harvested could save existence was what the Reapers meant about being salvation, but they weren't doing it to save humanity, it was just a side effect.

I believe that one because it fits so much more strongly with the characterization of the Reapers. If your purpose is to save someone and you have to fight them to do it, you're going to either appear woeful in communication, refusing to explain because you don't think you can reach an understanding, or you're just going to not talk to them, because why bother?

But that's not the Reapers. They taunt us every chance they can get. They H-A-T-E us. That characterization fits the idea that they're here to farm us... that we're ants to them, and the fact that they actually have to deal with us fighting back is just beneath them, us lesser life forms should know our place! Don't we idiots realize that, by the way, they're saving us?

And that damn "by the way" is everything.
 

WinstonJEC

I play minecraft... alot
Sep 8, 2010
63
0
0
As mentioned prior it's a direct rip off of deus ex, and an insulting one at that. I watched an interview with ray myzuka I think and he said that he was playing deus ex while finishing up mass effect 3. Inspiration is one thing but to completely rip it off and make a terrible ending, extended cut and all is just insulting.
 

LetalisK

New member
May 5, 2010
2,769
0
0
Yeah, even if the ending makes sense, it's still a shit ending. I'd rather entertain the delusions in my head. They comfort me.

*rocks back and forth in the corner, muttering to self and staring at the wall* Indoctrination Theory, Indoctrination Theory...Indoctri...nation Theory...
 

cerebus23

New member
May 16, 2010
1,275
0
0
the kid tells you is to stop AI from killing people but if your shepherd has patched up things between the geth and the quarians, it just sounds like utter and complete bs, other than its their machienes that are killing people by the billions.

that and, correct me if i am wrong, the geth never really bothered anyone much but the quarians, cause the quarians kept poking them with sticks, until sovereign showed up and they went attacking everyone.

if the geth were all over the galaxy wo the idea planted there, then the we have to save us from yourselves argument holds a ton more weight.

the biggest problem with the whole ME series is they lost their plot about mid way through, considering that for some reason the reapers were attacking the universe because dark matter was going to destroy everything anyway i guess and they had to stop it by killing everyone for some reason, but people started pointing out that everything in the ME universe ran on dark matter (destroying the gates and etc resetting the universe back to zero might have been a hold out idea from that i somewhat imagine), but at some point they dropped that idea.

then for me3 they reworked the ending so many times, it left bits and pieces of all those reworks in there, so yea the indroctination thing kinda worked because they had intended to have shepherd indroctinated during the final battle, they intended a bunch of boss fights also, which were scrapped, etc.

sloppy writing and the way games are made killed the ending of ME, i think EC did a shown on writing vs game making and how much things just do not translate from script to game well, and many things get changed on the gaming end, rather than going back to the writers and saying rework this as they find things they cannot do period with the game engine or it just not work in context of a game.
 

Vuliev

Senior Member
Jul 19, 2011
573
0
21
My only problem with the Deus Ex Machina thing in ME3 is how they handled it--it wasn't Starchild's presence, it was the fact that he was the fucking kid that was shoehorned in in the beginning of the game who appeared in the COMPLETELY NON-FUCKING-LOGICAL DREAM SEQEUENCES THAT DIDN'T MAKE SENSE FOR AT LEAST 70% OF PEOPLE'S TAKES ON SHEPARD. If it had been a normal "adult" non-descript bipedal glowy-thing, or just a ball of light, or something like the Monitor, or ANY GODDAMNED THING BESIDES AN OBNOXIOUSLY SHOEHORNED CHILD then I think I would really like the endings.


Okay, I think that needs a /rage. Wow.
 

Atmos Duality

New member
Mar 3, 2010
8,473
0
0
RJ 17 said:
For starters, he isn't foreshadowed in the first game, he's foreshadowed when you're going to Thessia in ME 3 to get the Prothean VI you need to finish the Crucible. And it's not a vague foreshadowing either, the VI quite specifically tells you that something has to be controlling the Reapers.
Huh. I haven't played ME1 in a while. I'll have to rewatch the videos for when Shepard's crew encounters the Reaper persona the first time.

In any case...it was foreshadowed at the last second. Not in the series.

Making that point unique to ME3 makes it lean even further towards my theory of rushed development rather than planned for the series. Believe me; I'm no stranger to improvisation in writing (or acting).

Secondly, the kid quite clearly tells you what his motivation is: prevent conflict between organics and synthetics. If there's no organics or synthetics to fight one another (i.e. because they've been harvested) then he considers his objective complete. As I said, it's the classic theme of an AI killing it's creators because it was following it's programming/purpose too well. He was tasked with a problem: "Solve the problem of "inevitable" conflict between synthetics and organics." Well one solution to that problem certainly is to just remove the organics and synthetics.
So the solution to the contradiction is "Fatalism solves everything".
...Yeah, looking over the ending videos on youtube again, I see your point.

My fault for looking for some sort of meaning in this mess.
Goddamned fool am I for bothering to do so; it's an EA game. Depth takes time effort and creativity, and those are the antithesis of EA's game-factory business model.

And finally, the Reapers aren't working under contradictory logic when you take into consideration their motives, which is to say, Timmy's motives. While we see what he does with the Reapers as wholesale, mindless slaughter ("killing us with synthetics so we won't kill ourselves with synthetics"), he sees it as saving the entire galaxy (preserving us in Reaper form - thus technically still existing - so we don't kill ourselves with synthetics) from wiping itself out. It's a matter of perspective. The fact that so many of us gamers seem to have missed this simple observation certainly does make "You cannot possibly comprehend our motivations" as the Reaper mantra hold true for both the characters and the players.
Characters, yes. Players, no.
Rule #1 for any sort of writing: Have a point. Have a purpose. No matter how vague or interpretative, just have one.

If your plot doesn't have a premise, it has no meaning and does nothing but wastes the audience's time (and before anyone comments about it, if you think games are solely designed to waste time, don't even try it. It's a non-argument and a terribly outdated method of thinking).

"Crazy AI kills everyone" isn't a premise for the audience (we cannot relate to it), it's a Sci-Fi cliche' that's been done to death.

As for why all the effort to defend this? For one, I'm not defending to story telling, I'm defending the specific role that Timmy fills.
Well, you've proved your point. And my opinion of Mass Effect 3 somehow sunk even further.
Congrats?

I'm not saying that Bioware has the best writers, but where as a lot of people look at Timmy and say "lazy writing device", I look at the general reaction to Timmy and say "lazy audience reaction".
I'd argue that the audience is correct on the premise that Star Child is a lazy plot device, but a necessary device because the REST of the plot is lazy.
Ultimately, the point boils down to this: Star Child needs to exist so that there is a chain of command to provide the player with faceless mooks to shoot. I don't see any further point to it than that, because the question that caused people to take grievance with the plot doesn't actually matter.

So all of that effort put into making the lore the characters memorable, was just a huge waste of time and resources. That's the real tragedy of the Mass Effect series.

But I do want to ask you something. A lot of people complain that Timmy is just a fountain of exposition and they don't like such a story-dump. Well alright, then just how WERE we supposed to learn all that crap?
I'd say the answer to that question doesn't actually matter, because it's like arguing over the intricate nature of shit. Its texture, its smell, its coloration, maybe some commentary about indigestible additives... but why bother? It's still shit.

If I were to humor you about it, I'd say that the Reapers shouldn't have been mooks to anyone else. Adjust the motivation of the Reapers so that less exposition is required. No central AI guiding them. No Star Child.

Their purge process should have been one of a self-sustaining nature. They harvest the finest and fittest intelligent species that the galaxy has to offer (through Indoctrination), and devour/purge everything else so that they can remain at the top of the food chain. They then go dormant to let the "cattle" repopulate over the course of the next 40-50k years.

Cliche'? Yeah. It's been done.

But the motivations are kept simple and rational. It avoids the extremely-tired, extremely-stupid Fatalist-AI nonsense (the problem with purely-fatalist agendas in the hands of god-like entities is that it makes no fucking sense for them to do it in cycles, or via elaborate machination. Change the IFF of all the Mass Relays to be like the Omega Relay. There. I just won the war once and for all.)

Plus, it gives the Reapers a rational reason to develop a slower agenda rather than just warping in out of the black and sacking the place wholesale; they want the pick of the litter (ME1 and even ME2 foreshadowed this).

It keeps to the original premise of 1970s Sci-Fi throwbacks without going too deep into pretense (as ME3 did). It isn't deep or thought-provoking, but it isn't based on the concept of total-insanity driving the plot either.
 

RJ 17

The Sound of Silence
Nov 27, 2011
8,687
0
0
Atmos Duality said:
RJ 17 said:
For starters, he isn't foreshadowed in the first game, he's foreshadowed when you're going to Thessia in ME 3 to get the Prothean VI you need to finish the Crucible. And it's not a vague foreshadowing either, the VI quite specifically tells you that something has to be controlling the Reapers.
Huh. I haven't played ME1 in a while. I'll have to rewatch the videos for when Shepard's crew encounters the Reaper persona the first time.

In any case...it was foreshadowed at the last second. Not in the series.

Making that point unique to ME3 makes it lean even further towards my theory of rushed development rather than planned for the series. Believe me; I'm no stranger to improvisation in writing (or acting).
Indeed, it is foreshadowed towards the end of ME 3, my point was that it WAS foreshadowed. But again, I'd argue that if you put some thought into the story as a whole, it should be clear that the Reapers are the tools of something else. Something had to start The Cycle for some reason. By the end of ME 2, we know how Reapers are made: liquify a civilization, combine it with tech, and out pops a new Reaper. So how did the first Reaper get made? Either an entire civilization decided to liquify itself, or something else liquified them. This is a question that is raised at the end of ME 2 when we learn the Reaper-making process.

That said, however, while Timmy himself isn't foreshadowed, the fact that the Reapers are serving some greater purpose is. As I've mentioned, throughout the entire series, every Reaper you talk to refuses to shut up about the fact that you cannot possiby comprehend their motivations or reasoning. And at long last, in the climactic scene of the trilogy, you get to learn what those motivations and reasons are.

Secondly, the kid quite clearly tells you what his motivation is: prevent conflict between organics and synthetics. If there's no organics or synthetics to fight one another (i.e. because they've been harvested) then he considers his objective complete. As I said, it's the classic theme of an AI killing it's creators because it was following it's programming/purpose too well. He was tasked with a problem: "Solve the problem of "inevitable" conflict between synthetics and organics." Well one solution to that problem certainly is to just remove the organics and synthetics.
So the solution to the contradiction is "Fatalism solves everything".
...Yeah, looking over the ending videos on youtube again, I see your point.

My fault for looking for some sort of meaning in this mess.
Goddamned fool am I for bothering to do so; it's an EA game. Depth takes time effort and creativity, and those are the antithesis of EA's game-factory business model.
The solution to the problem is something an AI, or more likely a VI that evolved into an AI the way EDI did, cooked up when tasked with the problem of "prevent conflict between organics and synthetics". Again, Timmy specifically says that he tried other solutions but none of them worked. Fatalism isn't the answer to the contradiction, the contradiction only exists in the way that we interpret it. Again, from Timmy's perspective, he's doing exactly what he was programmed to do: prevent conflict. To his logic, if there's no organics or synthetics to be fighting each other, there's no conflict. Problem solved. That seems like the cold, calculating logic of a AI/VI, doesn't it? Again I point to the example of a cleaning robot killing it's master since it is programmed to keep the house clean and the source of all the messes is the master. Remove the source of the problem, and there's no more messes. The robot has accomplished it's purpose.

And finally, the Reapers aren't working under contradictory logic when you take into consideration their motives, which is to say, Timmy's motives. While we see what he does with the Reapers as wholesale, mindless slaughter ("killing us with synthetics so we won't kill ourselves with synthetics"), he sees it as saving the entire galaxy (preserving us in Reaper form - thus technically still existing - so we don't kill ourselves with synthetics) from wiping itself out. It's a matter of perspective. The fact that so many of us gamers seem to have missed this simple observation certainly does make "You cannot possibly comprehend our motivations" as the Reaper mantra hold true for both the characters and the players.
Characters, yes. Players, no.
Rule #1 for any sort of writing: Have a point. Have a purpose. No matter how vague or interpretative, just have one.

If your plot doesn't have a premise, it has no meaning and does nothing but wastes the audience's time (and before anyone comments about it, if you think games are solely designed to waste time, don't even try it. It's a non-argument and a terribly outdated method of thinking).

"Crazy AI kills everyone" isn't a premise for the audience (we cannot relate to it), it's a Sci-Fi cliche' that's been done to death.

I'm not saying that Bioware has the best writers, but where as a lot of people look at Timmy and say "lazy writing device", I look at the general reaction to Timmy and say "lazy audience reaction".
I'd argue that the audience is correct on the premise that Star Child is a lazy plot device, but a necessary device because the REST of the plot is lazy.
Ultimately, the point boils down to this: Star Child needs to exist so that there is a chain of command to provide the player with faceless mooks to shoot. I don't see any further point to it than that, because the question that caused people to take grievance with the plot doesn't actually matter.

So all of that effort put into making the lore the characters memorable, was just a huge waste of time and resources. That's the real tragedy of the Mass Effect series.
Both of these apply to the "lazy audience reaction". Pretty much all my arguments have been formed by simply putting some thought into the story itself, this is the same process I used to accurately predict the EC endings 6 days after the game came out and long before the EC was even being considered.

There is a point to the plot. The plot is that there has been the cycle of mass extinction that has gone on throughout the galaxy's history. No one knows why it happens, it just does. Timmy gives you the "why": it's his solution to the problem that he was tasked with. The point of the plot is the fight for survival against forces greater than you. All Timmy does is give motivation to those forces so you now understand why you're in this fight to begin with. I'd argue that any other ending the game any other way would make the plot pointless as you never learn why the Reapers are invading, and as such it is just a story of "Big Bad Spaceships Are Coming, Kill Them Or Be Killed."

All you have to do is keep in mind that it's a matter of perspective. From our perspective (player and character), nothing Timmy says or does makes sense. But from HIS perspective, everything he does makes perfect sense. It's the best solution that he was able to find. Failure to realize this is the sign of a lazy audience that doesn't want to put thought into putting all the pieces together.

But I do want to ask you something. A lot of people complain that Timmy is just a fountain of exposition and they don't like such a story-dump. Well alright, then just how WERE we supposed to learn all that crap?
I'd say the answer to that question doesn't actually matter, because it's like arguing over the intricate nature of shit. Its texture, its smell, its coloration, maybe some commentary about indigestible additives... but why bother? It's still shit.

If I were to humor you about it, I'd say that the Reapers shouldn't have been mooks to anyone else. Adjust the motivation of the Reapers so that less exposition is required. No central AI guiding them. No Star Child.

Their purge process should have been one of a self-sustaining nature. They harvest the finest and fittest intelligent species that the galaxy has to offer (through Indoctrination), and devour/purge everything else so that they can remain at the top of the food chain. They then go dormant to let the "cattle" repopulate over the course of the next 40-50k years.

Cliche'? Yeah. It's been done.

But the motivations are kept simple and rational. It avoids the extremely-tired, extremely-stupid Fatalist-AI nonsense (the problem with purely-fatalist agendas in the hands of god-like entities is that it makes no fucking sense for them to do it in cycles, or via elaborate machination. Change the IFF of all the Mass Relays to be like the Omega Relay. There. I just won the war once and for all.)

Plus, it gives the Reapers a rational reason to develop a slower agenda rather than just warping in out of the black and sacking the place wholesale; they want the pick of the litter (ME1 and even ME2 foreshadowed this).

It keeps to the original premise of 1970s Sci-Fi throwbacks without going too deep into pretense (as ME3 did). It isn't deep or thought-provoking, but it isn't based on the concept of total-insanity driving the plot either.
[/quote]:p for the record, when I first beat ME 2, that's actually what I thought the purpose of the Cycle was: the Cycle is just the Reaper life-cycle, and harvest times = "mating season". Come in, devour all advanced life and tech, build new Reapers, leave and go dormant so that the next harvest can grow, thus allowing the creation of more Reapers.

However, such is something that we (as players and characters) could easily understand. Reapers are a form of life, all life reproduces, they need to harvest us in order to reproduce. Ok. Got it. While this does simplify the plot, it also completely negates the mystery behind the Reapers. It'd mean that every time they talk about being unknowable they're just pissing in the wind and telling us a lie. Their motivations had to be deep and convoluted or they lose their air of superiority. They're not some unknowable ancient force of destruction, they're just a bunch of robots seeking to make more of themselves. What's so hard to understand about that? Nothing. But it lowers the value of the Reapers as characters.

And this ties back in with my "lazy audience" argument. You're faulting Bioware for trying to go for depth and thought-provoking themes, and your criticisms stem from a simple lack of perspective. Yes, it is indeed cliche for an AI to follow it's purpose too well and ultimately kill it's masters. But then again, what ISN'T cliche anymore? To use a cliche to describe this, "There's nothing new under the sun." It all connects if you're willing to just put some thought into it.

ME 1 establishes the fact that every 50K years, the Reapers arrive and rock everyone's world. Liara even mentions that according to her research, the Protheans weren't the first race this happened to, that their civilization was built upon the graves and ruins of a civilization that came before them. This establishes the fact that it is indeed a repeating cycle, that the Protheans weren't the first to get wiped out. However no one knows why this cycle of extinction continues to occur.

ME 2 sticks out as a classic Part 2 of a trilogy in that it doesn't necessarily add to the plot as much as the first and third installments, however it carries the plot from the first installment to the third installment and usually has some kind of big revelation. "No, I am your father!!!" The ME 2 "I am you father" moment is when we learn why the Collectors were in business: they're making a human Reaper. How are Reapers made? Liquify a species.

ME 3, at last, gives purpose to the question raised in ME 1: Why is this all happening? Why does this cycle exist? The answer: the twisted logic of an AI think that it's doing what it was made to do while disregarding the fact that organics don't enjoy being killed because to him, he's not killing them, he's preserving them. "But "twisted logic of an AI killing off its masters" is suuuuuuch a tired theme!" Yeah, well so is "Generic race of evil things from space come down to harvest us for resources." After ALLLLLLLL the build-up in ME 1 and 2, are you honestly going to tell me that you would have been satisfied with an ending that equates to "Yeah, they just use us to make more of themselves. Essentially it's like Independence Day, only with space robots instead of space aliens."?
 

RedEyesBlackGamer

The Killjoy Detective returns!
Jan 23, 2011
4,701
0
0
Okay, and if we as an audience go "That was really stupid and anti-climatic"? It was the end of a trilogy. There was no final battle, the whole point of building a fleet was rendered useless because you end the conflict alone anyway. This makes it feel like we spent the majority of the game gathering forces just to waste time. Add in that this huge reveal is at the very end of the game and comes out of nowhere and you have a recipe for an angry audience.