SS2Dante said:
You are missing the point of IT - the ending is meant to indoctrinate the PLAYER. If the player realised this was all a dream while playing it loses all of it's brilliance and becomes dull and predictable - something we've seen many times in games. The point of the sequence is to get you to WILLINGLY choose to side with the reapers. Seriously, every colour ending is just a rephrasing of what we already knew were the options, in more appealing terms.
Actually, the color ending is exactly in line with what we come to expect from moral choices in these games. While it's incredibly easy to think of the Paragon and Renegade options as "Good and Evil" (Partially because they so-often coincide with them) the base concept behind them is your methodology rather than results. Paragon lines up with compassionate actions, renegade lines up with apathtic and/or ruthless ones. While it is initially jarring to see the destruction of the villains viewed as a renegade option and the illusive man's goal as a paragon one, it makes sense when you consider the additional criteria. The destruction of the Reapers by necessity also entailed the annihilation of the Geth, Edi and all other synthetic life (ostensibly including basically every VI, which established canon and fridge logic dicates essentially means the entire armada sent to defend Earth become casualties of war due to the general technological reliance on such programs). The destroy option is a renegade choice because it requires a ruthless decision to end the existence of billions of innocents as collatoral damage. Conversely, the control option is presented as a Paragon choice because it only requires one death: Yours. Thus it is by comparison it ends up being the more compassionate option of the two, ergo paragon.
boag said:
Now, you are not understanding the Anderson symbol. This is shepards sense of right. Her moral compass, if you will. It's the part of her still fighting. You cannot choose to side with the Illusive man because you can SEE the right path, as Anderson is alive. Once Anderson is gone, you lose the part of you with any clarity. Choosing blue in the child room IS siding with the illusive man, while fighting is represented by Anderson (as seen in the childs descriptions)
Except under that interpretation it makes no sense for both to die, especially when you are the one to pull the trigger on TIM despite 'no longer being able to see the right path' as you put it. When you have a shoulder angel and shoulder demon, or competing personality traits or however you want to put it, you do not write that both are destroyed. One triumphs over the other or both are pushed out of sight and out of mind.
boag said:
Ok, you ask for tangible evidence besides the fact that the themes match IT in every way. Fine. Now, in IT, as we have discussed, Anderson is your moral guide, the unindoctrinated part of you seeing through the ruse, and the illusive man is the indoctrinated part (just setting the scene

).
I think you misunderstand me. I'm not talking sloppiness, I'm talking about the game itself acknowledging the oddity and wrongness of the situation. In your example this could well take the form of Shepherd being
visibly (and/or vocally) confused about the sudden appearance of a wound he didn't remember taking, but there are a lot of opportunities, none of which were taken. Unless something like that exists there is NO solid evidence of a dream-state and the examples cited become too easily explainable as plotholes that the fanbase is trying to explain away on the writers' behalf.
boag said:
*Prior vids snipped for relevance. Hope you don't mind*
Finally
http://www.youtube.com/watch?feature=player_detailpage&v=tkZsHJTl7g4#t=146s (time linked)
Andersons head drops, he dies...Shepard puts his hand to his lower left stomach and his hands are suddenly COVERED in blood. Come on. His indoctrinated side killed his good side, the blood is literally on Shepards hands, and Shepard receives the wound. You now have no good side to show you the right path. You are weakened.
Except Anderson recieved the wound on his
right side, and the wound you refer to on Shepherd is on his left so the part about Shepherd recieving Anderson's wound doesn't add up. Additionally, Shepherd had visibly been favoring his left side during the walk to that confrontation so the likely explanation is that the blood is simply from an existing wound that wasn't focused on until then.
boag said:
Look, if that doesn't convince you as tangible evidence I don't know what will. Sloppy design? No way. There is no reason at all for the blood part to exist.
Bad logic. At the risk of being snide, you found an explanation you liked and stopped searching for other explanations. That does not mean other explanations do not exist. See the existing wound suggestion above for an example of one such explanation.
boag said:
Ok, everyone seems to think indoctrination is binary. You are or you are not. This is patently untrue. Remember the video logs when you went to get the Reaper IFF? People see ghosts, forget things, take on each others memories. Indoctrination is slow and starts with visions that pull you deeper in. This has been established for at least half the series, I haven't played ME for a while so can't remember how it's described then. The point of IT is that Reapers found a slight crack and are using it to try and widen it. The child represents your fears that you will fail. He enhances your sense of impending doom. Then come the nightmares, which get steadily worse.
Generally, it's presented as a shift in your mindset. Beneziah described it as simply coming to believe Saren was correct. The one constant, however, seems to be not that the victim is fooled but that they come to revere the Reapers and/or their agents and actively choosing to follow their orders. Beneziah described it as sitting at Saren's feet in adoration, the codex focuses on holding the Reapers in superstitious awe, the Cerberus team on the dead Reaper in ME2 refer to it in later entries as a "Dead
god", etc. Saren's indoctrination took the form of despair in the face of fighting the Reapers and the belief that the only path to survival was making organics seem useful...Offhand, I see it as presented VERY similarly to the description of the Apple of Eden's effect in Assassin's Creed 2's Bonfire of the Vanities DLC (It amplifies the individual reasons each victim has for agreeing with the Apple's wielder up to the point of zealotry).
boag said:
Seriously, you keep going on about the lack of difference, and I keep explaining that the choices are the difference. They are the entire point of the scene, the entire reason for it to exist. The citadel parts are consistent because you have Anderson. I don't know how I can make this clearer.
I get the feeling I didn't explain this aspect well enough. As far as I'm concerned, the choices are insufficient as differences as they are explainable without invoking the additional assumptions that IT requires and thus come off as a retroactive explanation rather than one alluded to enough to actually qualify as hints towards any particular explanation. Additionally, as IT assumes that the crucible is a manifestation of Shepherd's mind and that across the various ending-tiers the reapers attempt to accelerate the indoctrination process (which necessarily coincides with a proportional decrease in mental ability) it stands to reason that Shepherd's ability to create a comprehensive internal world would deteriorate as greater influence was exerted on him. Ergo, if we want to assume the tiers are reflective of reaper effort, the effort should similarly be reflected in the setting, even in as simple a format as a visible decrease in the ambiant light, an increase in fog at higher tiers, or the catalyst's form becoming clearer (or more blurred) across them (among other possibilities). Such things would reflect the deterioring mental state that accompanies indoctrination and (in the case of the clarifying catalyst) reflect the greater association with reaper-friendly values.
boag said:
I think at some point we have, because I've examined my arguments and there are no contradictions that I can see. Possibly that's because I'm examining them, but if you can see what it was post and I'll respond. The problem I'm encountering is that I'm having to explain symbols a lot, so keep using different words for them

(Anderson for example, I have described as your strength, moral compass, will, etc

Symbolically they are all synonyms (in this context) but taken literally some people have been getting confused)
Well put simply, I think one of the biggest flaws with the idea is that even taking IT at its word, the ending remains a spectacular mess to the point that IT actually makes the execution
worse due to lack of sufficient implication rendering the conclusion unreachable without a heavy dose of Bible-Code logic and confirmation bias.
boag said:
You assume I know everything about ME3. I do not. There are 16 possible endings, I have seen 3 and heard of another 2. That gives you 11 ways to take IT down. You know my criteria for the endings, check them. I have only played full Paragon. Any Renegade options that contradict my theory would work. Thats the beauty of the game being so large and complex - I cannot possibly have seen EVERYTHING and tailored the theory to match. It rests on a very small set of assumptions and all evidence so far has conformed to the predictions made.
Well beating on a dead horse, if you've seen one ending you've seen 90% of the others anyway, so that kinda rings hollow. It's not hard to account for variation when there's so little variation to be had and no unique aftermath presented in any but the 'earth gets destroyed' variants. Additionally, it doesn't help that IT plays fast and loose enough to justify almost
anything with the right thought process. Because let's be honest, you can justify
anything if you assume that you're looking at a dream-state. Shepherd turning into a duck wouldn't be out of place under those assumptions.
boag said:
I'll give you something currently being tested (or at least, hopefully people will read and test). By my theory Tali should never appear in the ending scene, as her "happy place" is defined as being on Rannoch. Shepards imagination is putting everyone in their happy place (childish phrasing

). Therefore you shouldn't have her on that planet at the end. Now, I'm going to test that once I get off this, but I can't test it if she's your romance (femshep). I need someone else to do that. It goes against the logic of my theory, so puts a pretty big dent in it if true.
My understanding is that the ending scene varies based on your relationships, with the synthesis ending also having one additional change. If you chose synthesis you get Joker, EDI (creating an almost insultingly obvious 'Adam and Eve' implication) and your love interest (if he/she is alive and part of the crew). Failing those criteria you see Joker and the two squadmates you were closest to (one of which is usually your love interest). That said, I can't test this to confirm.
boag said:
Also, to an extent what you're saying is true, but as I said, the point of IT is to use the medium (gaming) to it's fullest potential by having US be the ones who fall. This means that the initial assumptions must indeed have been created by people looking for an alternative explanation. However, in the world of logic this is completely acceptable. One cannot use basic maths to prove all maths, you need to make an assumption at some point to progress. (I'm making a loose point here, I realise that this little argument could very quickly spiral out of control, I'm just hoping you get the point I'm trying to put across.)
Problem being that the data available suggests that they
scrapped the original ending fairly late in development, which also accounts for the fact that
the hype for much of the development is so different from the end result.
boag said:
On the contrary, the idea of the ending is that it's either a loss or a cliffhanger. The notion of DLC renders the idea of an "ending" in games to be ill-defined. This is completely different from your ROTJ comparison, in which we know for a fact that it IS the final part of the final instalment. No resolution in that film would be awful because their is no possibility of any resolution at all, whereas in this game (and ONLY this game) we get a plug for dlc at the end. If you look at the red ending, it's actually rather similar to the 3/4 mark of most films or books. To give an example from TLA, look at the the ending of part 3 of the end movie. I can't remember what happens, but I'm willing to BET that's the part thats all bleak and our heroes seemingly defeated. Best laid plans. This trope is used in almost all dramatic structure, all this game has done is made it a cliffhanger.
Given the various press releases, I'm going to have to call that speculation that's actually at odds with the available data. Additionaly, that would be a phenominally poor marketing strategy that would rather predictibly result in nothing less than the vitrol we've seen in recent weeks, causing far more harm than good.
boag said:
Indeed Shepard is. They want Shepard as a means of controlling humanity. Half the military would follow Shepard, not the admirals, if it came down to it. This is completely unnecessary, however, if humanity and co have a small army that's being defeated. How small? it'd have to be damn tiny if they no longer feel the need of you. And that's what's in the endings. the only way to not have the indoctrination choice is with the smallest about of EMS.
Except Shepherd's in no position to actually do so given that by IT's claims he's on the front lines, on open ground, in the direct line of fire with the surrounding environment being systematically destroyed while the very armada you posit they'd try to use him to control is fighting overhead. The idea might have been workable early in the story, but during the 11th hour of combat the notion is downright nonsensical.
boag said:
The system relies on more variables than just your war assets, but the thing is you have to test every combination of choices together. This multiplies disturbingly quickly. I did a(very rough) low estimate in another post and I got 41 tests needed to make sure it all proceeds correctly.
Yeah, I was under the impression you were talking about the actual partitioning code, not the testing to make sure that the values worked. Looks like we got our wires crossed there.
boag said:
I'm ignoring everything from Bioware right now. Reports are contradictory, and besides, if my theory is right, they NEED to stay silent until the dlc is released for it to work (I'm not crazy though, if we go 2, MAYBE 3 months without dlc I'm totally wrong about all this).
Hate to interrupt mid-paragraph, but I feel obliged to point out that's an outright suicidal public relations tactic, all things considered.
boag said:
Now - and this really is just me being a conspiracy theorist here, I won't associate any logic with it except "it's what I'd do" - I suspect that the dlc leak about "The Truth" was not accidental (I know they denied it later). Besides the motivation - which I'm sure you can imagine - what really caught my attention was the name The Truth. Someone making up this stuff could have named it anything, or called it an "alternative ending" or a "fixed ending" but instead they called it "The Truth". Again, I won't claim this is anywhere near infallible, it's shaky at best, but it is the sort of thing people cunning enough to make the IT theory ending would do.
Of course, that could just as easily refer to the inclusion of additional background info (which they said they cut because they deemed it unneeded), or the aftermath of your decision, in which case 'truth' wouldn't stand opposed to fiction as much as it would be a stand-in for 'revelation'.
Incidentally, is it just me, or does it seem like we're probably going to be going back and forth like this for some time yet?