I haven't played Spec Ops yet, so I can't really comment on that, but I will concede that there might be a certain type of story where pointlessness may be a useful theme. However, I do think that the game would have to be very well written for this to work and should probably have some other draw such as comedy, mystery, etc; something that the player can walk away with rather than just reaffirming the pointlessness of life. If there is a place for a game where the characters accomplish nothing and the entire point is to show how much life sucks I think there would have to be two guidelines that it would have to follow.Mike Richards said:Snip
1. Be upfront with the pointlessness of the whole game. I think this ties in with your point about expectation, but this kind of thing really has to be a running theme rather than a surprise twist that is heaped on the player at the very end. Hmmm, I've been sitting here for a while trying to think of how I can describe why this is so bad, but I've realized that there really is no way to explain an emotion like the disappointment that will be felt when expecting the events of the game to wrap up nicely only to find that everything you've just done was pointless. Suffice it to say that having running themes of inevitability and futility gives the player a chance to acclimatise to the outcome or to decide that they don't want to have the kind of experience the game offers.
Some examples of games that did not do this are Dragon Age 2 and Mass Effect 3, pretty much for the same reason. The series up to the ending point mainly had a theme of player choice having a heavy impact on the events of the game. So in the very end, when it turns out that none of the choices you've made matter for anything, it's almost like a bait and switch. In Dragon Age 2, we are constantly told how Hawke will have a major role to play in the upcoming conflict. This is constantly reaffirmed through game play (dialogue choices) and cut scenes. However, at the very end, all player input is ignored, all previous choices are negated, and by extension Hawke is made to be a mere bystander in the final events. I haven't played Mass Effect 3, but I believe Shepard is similarly built up and then made irrelevant in the final moments. Now, the pointlessness of all previous choices may make for a decent ending in a different game which has futility as a consistent theme, it's just very incongruous with a game that has a theme of the importance of one person. So, actually I will agree with you that having the wrong expectation is very much the reason that people didn't enjoy Mass Effect 3's (and DA2) ending; however, I would say that it is very much the fault of the games for engendering the wrong expectation.
(Shoot, on retrospect this is starting to seem a bit rambly because I started by still trying to address your hypothetical RPG but then realized that the point of the conversation was the difference in expectations. Doh well, I'm 500 words in and don't want to rewrite the whole thing from scratch so hopefully this is still understandable and relative to your points)
2. The character should actually be their own character, independent from the player. When you give a character appearance customization, dialogue choices, and class choices; then in conjunction with the act of controlling the character it's very easy to project onto the character (e.g. someone walks up and asks you which character you are, common response would be "that's me"). So if a game then invalidates everything you've done, it's easier to feel like the whole thing was a waste of time rather than if they were their own character making their own decisions which then got screwed over. Not to mention this stops the theme from digressing into any form of player control, which can lead to an inconsistent tone.
Also I don't think your Half life to Company of Heroes is that accurate of analogy for why people didn't like the ME3 ending. I think a better example would be Brutal Legends, where the game starts off an action adventure and then morphs into an RTS, because the rest of the Mass Effect series cultivated the expectations about the endings, rather than the expectations being brought by the players unprompted.
TLR Getting to the end of a game with differing expectations of what is to come can be a cause of dissatisfaction with the ending, but in many cases it is the game's fault for not engendering the proper expectations and having an ending that conflicts with the themes present throughout the rest of the game (e.g. ME3, DA2, SMB2)