xorinite said:
SS2Dante said:
big snip.
Again, not really arguing about the main story arc.
Yeah but I still contend it reflects a development 'degeneration' which supports my hypothesis about the ending.
SS2Dante said:
Shepard does see the child. I'm not sure I've said this to you (forgive me If I'm repeating) but the premise is that the child is never real. No one ever sees him, the scenes are deliberately staged so that it is Shepard alone who ever talk, sees, or interacts with the boy on any level.
Sure, I thought that when I saw him in the vent, was he real? They do wait for him to board only shutting the door after he stands up.
However, hes only in the game for such a short period of time and if I am right hes only been shoehorned in to give shepherd some forced emotional grief. Again just as consistent with mine as yours.
SS2Dante said:
Shepard doesn't know about Paragon or Renegade. The player does. Therefore the player sees the two colours and associates one of them with the 'bad ending'.
The suggestion was that they switched colors to indicate to shepherd that his preferred option is the one not destroying the reapers, but that only makes sense for a paragon shepherd, for a renegade shepherd switching the colors like that makes the reapers seem suicidal.
If the devs wanted to show this as is suggested, why not switch colors intelligently. Make the reapers desire match the renegade/paragon color the player most favored. Then that color change argument would fit just fine, however without that its confirmation bias.
SS2Dante said:
Actually, the Prothean appearance change is explained in the dlc I believe

But the analogy is not the same. I'm not claiming the whole game, or even a small part of it, was a dream. I'm saying one point, spanning about 12 minutes, with a definite end and definite beginning, are a dream. They contain the entirety of the inconsistency, and can easily and elegently be explain various other things that happen throughout the game.
Bah, rationalized, or explained away you mean.
Oh sure, the protheans are an ideology not a species, hogwash!
Trust me, its animation modeling that decided the change from tentacle hands and disproportionate limbs to basically humanoid with bug heads.
I know what you are suggesting, everything from either the time shepherd got blasted, or from the crystal floor was the dream. I wish they were the only inconsistent parts of the story, sadly they are not, just the most flagrant.
Here's another example of plot holes fitting my hypothesis. The cannons reapers fire are liquid hot metal propelled at a relativistic speed. They can cut through shields on dreadnoughts and slice them in half, as easy as the proverbial hot knife through butter, yet shepherd just gets a bit of a nose bleed and what appears to be really bad indigestion from the way he clutches his gut as he walks.
Harping on this point for a little longer. At the start of the game the cannons act like you would expect liquid metal at relativistic speeds to behave. It hits stuff, the stuff violently explodes due to the sudden kinetic to thermal to kinetic change, by the time we get to Rannock the weapons don't do that they have become just a laser. Consistent with my story degeneration hypothesis I say.
SS2Dante said:
Way I see it, I have 2 non-provable hypotheses:
1. The people who make mass effect suddenly forgot how to make mass effect.
2. The indoctrination theory.
The odds of the first are (I believe) very low compared to the odds of the other. hence my decision.
You know, you summed it up nicely, but my conclusion is exactly opposed. I find the former the more likely based upon the host of smaller but equally weird design choices in the game. Oh and I have looked it up a little more, it seems the rumors have more weight to them. Only 2 of the writers from the original mass effect wrote for this one. Perhaps that explains the steady change between games. Same thing happened with origin, after ultima 7 they just seemed to stop knowing how to write ultimas..
Actually, I've though about it and I'm going to stand by my idea that there was no possible way to defeat the Reapers without a Crucible (By the way, Crucible means "hard test"

) style plot point. Aside from the fact that in all stories like these the overall arc isn't that strong (Look at Lord of The Rings. Plenty of people have asked why they didn't just fly the eagles to mordor in the first place), there's another glaring issue:
Ok, lets accept that Sovereign was beaten with half of a single human fleet. (probably more than half but let's err or your side)
Let's also accept that the Reapers harvest every 50,000 years. They don't ALWAYS create a new Reaper, so I'll again lower that number. Lets say we have one new Reaper every 100,000 years.
Let's also assume the Reapers have only existed for a billion years (the universe is estimated to be 13.5ish billion years old).
By this calculation there are ten thousand Reapers in existence. Even if you say the Reapers are only 5 million years old, that means there are STILL at least 50 of them.
Number of fleets in the galaxy - less than 20.
Prepared or not, without some form of Crucible plot point the galaxy is boned.
This argues against the argument of plot degeneration. Also, as I said, the main judge of stories is not in the overall arc, it's in the scenes that make it up. I think everyone can agree that right up until Harbingers laser the scenes were just as well written as the previous titles.
I will agree the child is consistent in both. That's generally the point of imaginary characters in this sort of twist - they appear to be perfectly in place. Neither of us can say definitively anything more about the child though.
Oh, trust me I do agree about the Prothean change
Also, I can agree with the Prothean laser change. That however, is a fairly common occurrence in narratives like this. The previous super weapon loses some of it's sting through sheer plot necessity. I'm not saying it's pretty, but I will say it's quite a common thing to happen (for example, the creator of Buffy specifically stated he did this in the last episode because the drama was more important than the small plot point). The thing is that that is a small inconsistency, absolutely nothing compared to the glaring ones we are discussing.
See, this is what confuses me. Believe me I agree games can completely fall apart between sequels (Prince Of Persia Warrior Within, and FFX-2 still burn to this day

) but Mass Effect 3 is not a badly written game. It' not even a mediocre game. The story, characters and scenes are phenomenally written throughout the whole of 3. At worst most people will agree it was very well written, EXCEPT for the last bit. If the whole of the game was weird, or their were various inconsistencies of this magnitude throughout the game I'd agree with you. But there are not. You say there were to of the original staff still kept. Did they take a sick day when writing the ending? Were the writing staff not involved in the final scenes, just the whole of the game before it? No. Ridiculous.
I'll repeat; my problem is not that it's a bad ending, it's that it's a broken one. Too broken for anyone to miss, with even the most cursory glance, never mind someone spending years on it.
Also, bad writing does not explain the red scene. Taken literally in the red scene Shepard dies. No way Shepard survives the Citadel blowing up. In Space. Without a helmet. Then falling to Earth. Onto a pile of rubble. If this was just a little tease, then it should have happened in the other endings as well. Some kind of hint Shepard was still alive, somehow. If the game was rushed, why put it in? It's useless literally, serves no purpose but to create more plot holes, yet a team of people probably spent a full week animating it and specifically inserting it into THAT position under THOSE circumstances. That is why I believe my hypothesis more likely. There's too much, too close, too fast. It's not incompetence here, it's active sabotage.
EDIT - missed my response about the colouring thing.
Making the change based on your character wouldn't work. What about players with equal paragon and renegade? What about ones who're very close? The implementation would be difficult.
Furthermore, as I said, it's about the player. Like it or not, Renegade is essentially the evil choice. Cruel, mean and vindictive. They result in the most death (mostly, not saying it's clear cut, but a lot of the time it is). Red was chosen for this because we use red all the time in our society. Danger signs. Blood. Enemy. Evil. Hate. All are linked to the colour red. Any player playing Renegade still know that the 'good' option is the 'good' option - they just aren't playing as good. That's fine. What it does mean is that in the ending, the player KNOWS the red choice is the 'evil' one. They're deliberately rebelling. This is completely consistent with what I said. Anyone choosing the destroy option who doesn't believe the indoctrination theory isn't deeply into the fantasy, since it is the objectively worst choice to make. And they know it is.
(By the way, I get annoyed at people who pick the red ending but don't believe the indoctrination theory. Either the starkid is real or not. If he is real then controlling them is NOT a problem, because you're not doing what the Illusive Man did, because you CAN actually control them. Those who say they think it's a way of falling are contradicting themselves. Sorry, rant over

)