Again, this is not a perspective I understand in the slightest. My choices "felt significant" because they shaped the experience I had playing through the game. I didn't require a coda afterwards giving me a pat on the back for raising my Diner Faction or getting my photography to level 8. I got an ending that was dramatically resonant and thematically appropriate to the game that preceded it. That's a decent ending. That they felt compelled to add a 2nd, stupider ending to assuage the "GAMES MUST HAVE MULTIPLE ENDINGS" crowd is, frankly, unfortunate.Areloch said:You have ending A) In which your choices didn't matter at all, and ending B) In which your choices didn't matter at all. The ultimate outcome, the consequences of all of your actions, is a binary choice that completely overrides everything you did before it across every episode. Basically, don't pull a variant of "It was all a dream". That catches flak in TV and movies when it happens, and it deserves to catch flak for it when it appears in games too.
Even if we merely got some scenes showing "Where they are now" which would be modified based on the choices you made leading up to the ending would have completely changed how the ending came across and actually made your choices feel significant.
This game up during ME3 too, where a small portion of the audience hated the ending because "their choices didn't matter" as opposed to "because it was unintelligible rubbish". Again, one's choices throughout that trilogy shaped their experience. What the fuck were people expecting? If the third game had completely reshaped itself based on choices during the first two it would have been about 15 minutes long.
My GF and I both played through Walking Dead and Life is Strange simultaneously. We made some very different choices. Despite our games ending up in roughly the same spot, we had very different experiences along the way. Sounds like "choices mattering" to me, honestly. It's like suggesting the entirety of Die Hard had no meaning because the ending came down to a binary choice between Sgt. Powell shooting Karl or not shooting Karl. It's as if that's ALL the movie was! That single binary choice! The rest of it didn't even matter! We should have had 11 hours of codas, showing what became of everyone!
There's a place in gaming for completely viewer directed experiences...they're called "sandboxes" or "emergent gaming". If you want any kind of directed story, the player has to accept that their authorial input is going to be GREATLY limited, and ultimately the needs of the story must override the need of the player to feel like they're writing it, or the story is going to be hot garbage. That games like Mass Effect or Walking Dead or Life is Strange impart the illusion of plot control as much as they do is, frankly, remarkable. It's something to PRAISE them for. Instead we whinge and moan because at the end narrative points converge so the story ends semi-intelligibly.