Well of course it's based on what the writers find convenient. It's a work of fiction. The entire reason for writing it up that way in the first place was to create a series of conveniences that would allow the plot of the game to unfurl. Those expecting or wishing for Rube Goldberg style plot intricacies will certainly be aggravated by Infinite, because it's not that kind of story. I thought that was pretty apparent from the onset though.JazzJack2 said:Debatable really, yes it does make some attempt to establish this idea of constants and variables early on but given that it establishes no precedent for why something is constant or why something is variable (bar what the designers would find convenient) I don't think it's incorrect to call its usage as a 'solution' to a major plot hole as a deus ex machina.
As for Deus Ex Machina...it quite literally has to come out of nowhere to be Deus Ex Machina. That the writers never felt it necessary to establish a set of rules as to what constitutes a fixed point vs a flexible one would certainly frustrate someone who likes a very structured story...fans of hard science fiction, say...but it doesn't make it Deus Ex Machina. This kind of "loosey-goosey" plotting is sort of a staple for magic realism and fantasy (most particularly when the narrative is shaped around the characters as opposed to the world, as it is in Infinite), which is why it doesn't really bother me and I tend to give the story a pass on those elements...but I can see why it would make a certain type of player grit their teeth.
Mind you, I also liked the ending of Lost, because I appreciated what they were trying to do. THOSE fans at least had cause for outrage, as the show very casually switched genre for the final season.