irregardless said:
For those that thought the game was ruined by the ending, I ask would any ending live up to your expectations even if you did have to work for it?
Your patronization is noted. Moving along though: Contrary to popular belief among those who malign those who are dissatisfied with the ending, the standards set for the ending are not impossibly high nor terribly difficult to envision. Two of the more popular ideas I've seen are as follows:
1)
No Starchild: Believe it or not, many have expressed an opinion that the ending would have been
much more palatable if it had ended with Shepherd and Anderson bleeding out after the death of TIM and then the crucible activating. While it wouldn't have been a great ending, it wouldn't have been the broken narrative that the starchild created in the last few minutes, and to which a sizeable portion of the complaints can trace their root cause.
2)
The "Zerg Rush": This is a somewhat popular idea that focuses on two key plot elements. The first is something that was made explicit in the original installment of the franchise: the Reapers are
not invincible, and they were well aware of this fact[footnote]Indeed, this is very strongly implied to be why Sovereign used such a roundabout way of assuming direct control of the Citadel rather than brute forcing it[/footnote], and their strategy revolved around dividing the galaxy into manageable fragments to circumvent this problem[footnote]They enter through the citadel relay and the galaxy is plunged into chaos due to the central government collapsing before the defenders even know they're under attack, and through the citadel they gain control of the Relay network, isolating settlements and thereby preventing them from organizing a true defense or calling for/providing reinforcements[/footnote]. The key principle here is that the Reapers have
never had to face the full might of a galaxy united against them, and that an ending reflecting this would hav been both very cathartic and - more importantly - true to the core idea in the series of unity and diversity triumphing over incredible odds[footnote]This is perhaps best embodied by Mass Effect 2's final mission which - though identified consistently as a suicide mission - can be completed without losing a single member of your crew if you invest the time into accomodating their needs (Loyalty missions), listen to what they have to say (at least with regards to Normandy upgrades) and use their strengths effectively (chosen roles during the suicide mission)[/footnote].
At the end of the day though, the main idea espoused by those you're talking down to is that they simply don't want a story that loses narrative coherence in the eleventh hour of gameplay nor one that invokes half a dozen
well known narrative flaws in the process. The dissatisfaction isn't "this isn't the ending
I wanted", it's "this ending is downright
broken from a storytelling perspective", which is fairly eloquently spelled out
in this video and
this article, if you care to peruse them.