One Last look at Mass Effect 3.

Uszi

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DioWallachia said:
Uszi said:
What are your thoughts on The Agreement by Armando Troisi?? how much is "the player story" and how much is also part of the artist?

It seems that up to ME2, the artist and the player had an agreement to cooperate but after ME3......yeah.
So The Agreement is pretty cool, which I had to look it up, so let me link to some stuff regarding it:


I had a link to the powerpoint, but not sure where it went

So, first of all, I think that the philosophy that Armando Troisi discusses would have been wonderful, but they totally ignored it in ME3. Troisi himelf didn't even work on ME3.

So many moments in ME3 are about the developers wanting to tell a specific story, and the player's potential range of choices becomes an impairment to the story they wanted to tell. The biggest problem isn't really whether it's the "player's story" or the "developer's story," but the moments where the player made contributions to that story and they were overridden, ignored, or retconned by the developer. Did you save the council or let them die? It didn't matter. Did you kill the Rachni Queen or let her go? It didn't matter. Did you try to talk the Quarians down and make peace between Tali and Legion? It didn't matter.

And then none of it mattered in a meaningful way for the end. Your choices had no bearing on what happens with the catalyst and the star child. And the small way in which your choices did indirectly influence the end is stupid. If you did stuff, then you got Effective Military Strength, which for some reason changed whether the catalyst fried Earth in the end, or if people cheered when the reapers flew away, or how many options you had. What? Why did bringing the Krogan vs Salarians or both effect whether or not the Star Child would let me walk on a platform to the "Control" electrodes, or jump into the magic "Synthesis" beam?

I don't think that the "artist" and the player had an agreement to cooperate. I think, however, the player base was sold a concept which was not implemented in the final product, i.e.: "Your choices matter." In fact, I don't think this, I know this for a fact:

Official Mass Effect Website
http://masseffect.com/about/story/

"Experience the beginning, middle, and end of an emotional story unlike any other, where the decisions you make completely shape your experience and outcome."

Interview with Mac Walters (Lead Writer)
http://popwatch.ew.com/2012/02/28/mass-effect-3-mac-walters/

"[The presence of the Rachni] has huge consequences in Mass Effect 3. Even just in the final battle with the Reapers."

Interview with Mac Walters (Lead Writer)
http://business.financialpost.com/2012/03/05/qa-mass-effect-3s-mac-walters-on-how-the-game-tries-to-reach-all-audiences/

"I'm always leery of saying there are 'optimal' endings, because I think one of the things we do try to do is make different endings that are optimal for different people"

Interview with Mike Gamble (Associate Producer)
http://www.computerandvideogames.com/334598/interviews/mass-effect-3-weve-brought-back-a-lot-of-what-was-missing-in-me2/

"And, to be honest, you [the fans] are crafting your Mass Effect story as much as we are anyway."

Interview with Mike Gamble (Associate Producer)
http://www.360magazine.co.uk/interview/mass-effect-3-has-many-different-endings/

"There are many different endings. We wouldn't do it any other way. How could you go through all three campaigns playing as your Shepard and then be forced into a bespoke ending that everyone gets? But I can't say any more than that?"

Interview with Mike Gamble (Associate Producer)
http://www.eurogamer.net/articles/2012-02-02-bioware-mass-effect-3-ending-will-make-some-people-angry

"Every decision you've made will impact how things go. The player's also the architect of what happens."

"You'll get answers to everything. That was one of the key things. Regardless of how we did everything, we had to say, yes, we're going to provide some answers to these people."

"Because a lot of these plot threads are concluding and because it's being brought to a finale, since you were a part of architecting how they got to how they were, you will definitely sense how they close was because of the decisions you made and because of the decisions you didn't make"

Interview with Casey Hudson (Director)
http://www.gameinformer.com/b/features/archive/2011/04/28/casey-hudson-interview-mass-effect-3.aspx

"For people who are invested in these characters and the back-story of the universe and everything, all of these things come to a resolution in Mass Effect 3. And they are resolved in a way that's very different based on what you would do in those situations."

Interview with Casey Hudson (Director)
http://venturebeat.com/2012/03/02/casey-hudson-bioware-co-created-mass-effect-3-with-the-sometimes-cranky-fans-interview/

"Fans want to make sure that they see things resolved, they want to get some closure, a great ending. I think they're going to get that."

"Mass Effect 3 is all about answering all the biggest questions in the lore, learning about the mysteries and the Protheans and the Reapers, being able to decide for yourself how all of these things come to an end."

Interviewer: "So are you guys the creators or the stewards of the franchise?"
Hudson: "Um? You know, at this point, I think we're co-creators with the fans. We use a lot of feedback."

Interview with Casey Hudson (Director)
http://www.gameinformer.com/b/features/archive/2012/01/10/mass1525-effect-3-cas5ey-fdsafdhudson-interviewae.aspx?PostPageIndex=2

Interviewer: [Regarding the numerous possible endings of Mass Effect 2] "Is that same type of complexity built into the ending of Mass Effect 3?"
Hudson: "Yeah, and I'd say much more so, because we have the ability to build the endings out in a way that we don't have to worry about eventually tying them back together somewhere. This story arc is coming to an end with this game. That means the endings can be a lot more different. At this point we?re taking into account so many decisions that you?ve made as a player and reflecting a lot of that stuff. It's not even in any way like the traditional game endings, where you can say how many endings there are or whether you got ending A, B, or C.....The endings have a lot more sophistication and variety in them."

"We have a rule in our franchise that there is no canon. You as a player decide what your story is."


EDIT: Couple more interesting quotes I found, enjoy......or not.


Mike Gamble (Associate Producer)
http://www.nowgamer.com/news/1027650/mass_effect_3_reapers_can_win_bioware.html

"Mass Effect 3 will shake up the player's moral choices more than ever before, even going so far as allowing the Reapers to win the battle for Earth, according to BioWare's community representative Mike Gamble."

"In an inteview with NowGamer at Gamescom, we asked if BioWare was taking risks with Mass Effect 3 plot, including a negative ending in which the Reapers win. Gamble simply said, "Yes". We asked him again to confirm what he had just said and he said, "Yes"."

EDIT: thanks to Our_Last_Scene for pointing out that this quote was clarified on Mike Gamble's twitter feed (apparently the 'reapers win' scenario is simply the 'Critical Mission Failure' message the player receives if they dawdle too long at the crucible before making their choice, see this link for info - http://twitter.com/#!/GambleMike/status/106895746313363457)


Mike Gamble (Associate Producer)
http://www.nowgamer.com/features/1229983/mass_effect_3_developer_interview_shepard_coop_story_details.html


"Of course you don't have to play multiplayer, you can choose to play all the side-quests in single-player and do all that stuff you'll still get all the same endings and same information, it's just a totally different way of playing"


Casey Hudson (Director)
http://gamescatalyst.com/2012/03/casey-hudson-kinect-the-future-of-interactive-stories/

"The whole idea of Mass Effect3 is resolving all of the biggest questions, about the Protheons and the Reapers, and being in the driver's seat to end the galaxy and all of these big plot lines, to decide what civilizations are going to live or die: All of these things are answered in Mass Effect 3."

Casey Hudson (Director)
http://www.computerandvideogames.com/336331/interviews/mass-effect-3-we-cant-go-on-holiday-our-dlc-is-really-good/?page=2

"There is a huge set of consequences that start stacking up as you approach the end-game. And even in terms of the ending itself, it continues to break down to some very large decisions. So it's not like a classic game ending where everything is linear and you make a choice between a few things - it really does layer in many, many different choices, up to the final moments, where it's going to be different for everyone who plays it."


EDIT: Thanks to Skidrow-Garrett for pointing out another mystifying quote or two. It seems Bioware worked for years on the ending and are really pleased with it. I think it makes new DLC to address all the concerns less likely, unfortunately.

Ray Muzyka (Co-Founder of Bioware)
http://penny-arcade.com/report/editorial-article/the-doctors-from-bioware-discuss-the-old-republic-launch-ending-a-trilogy-a

"I just finished an end to end playthrough, for me the ending was the most satisfying of any game I've ever played?.the decisions you make in this game are epic,"

"The team has been planning for this for years, since the beginning of the Mass Effect franchise. Largely the same team, most of the same leads have worked on this for years and years. They?ve thought about [the ending] for years and years. It's not something they?ve had to solve in a week or a month even, but over the course of five or ten years."
From: http://social.bioware.com/forum/1/topic/355/index/10056886

So what I am reminded of is, like, the recall on Kia on Hyundai [http://www.examiner.com/node/54866696] cars where they overstated the MPG the cars were supposed to get.

Serious fans of the series, who were there from game one, were sold a false bill of goods. In fact, the amount of auto dialogue and lack of impact player agency had on the end of the game was a total smack on the face.
 

BreakfastMan

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Devoneaux said:
The thing a lot of people get stuck on when it comes to art is "Art can't be good or bad, it's just a matter of opinion" Thing is, that doesn't really apply when talking on a mechanical level (Wether or not something is a plot hole isn't really a matter of opinion.)
That is all well and good (I don't agree, but I would rather not get into a discussion about the interpretation of plot holes), but, and here is the thing, having plot holes does not make something objectively bad. It just makes it flawed.
And how we process those flaws in turn changes our opinion of a piece of media and- Oh dear, right back where we started....
Yes, and? Not exactly sure what your point with this sentence is.
 

Shadowkire

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BreakfastMan said:
That is all well and good (I don't agree, but I would rather not get into a discussion about the interpretation of plot holes), but, and here is the thing, having plot holes does not make something objectively bad. It just makes it flawed.
And until you provide an example of a real culture that would not consider a plot hole "bad" then we can only go on what human cultures view plot holes as.

Considering Mass Effect 3 was made for humans with the target audience being people of western culture by people of western culture who do in fact see plot holes, inconsistencies, and unexplained plot devices as "bad" then the ending is objectively bad.
 

BreakfastMan

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Shadowkire said:
BreakfastMan said:
That is all well and good (I don't agree, but I would rather not get into a discussion about the interpretation of plot holes), but, and here is the thing, having plot holes does not make something objectively bad. It just makes it flawed.
And until you provide an example of a real culture that would not consider a plot hole "bad" then we can only go on what human cultures view plot holes as.
What? Just... What are you trying to say here? Are you trying to say that plot holes are bad or are you trying to say that having a plot hole makes a story objectively bad, instead of just flawed? I am having a hard time understanding what you are trying to get across.
 

Shadowkire

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BreakfastMan said:
What? Just... What are you trying to say here? Are you trying to say that plot holes are bad or are you trying to say that having a plot hole makes a story objectively bad, instead of just flawed? I am having a hard time understanding what you are trying to get across.
I apologize, I lumped your argument together with Maze1125's, where he claims the ending isn't objectively bad because there could be an alien culture that loves plot holes.

Having a plot hole does make a story flawed, having a dozen makes it bad.
 

Uszi

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Maze1125 said:
"Bad" is an inherently subjective word.
Something can never be "objectively bad" because that is a contradiction in terms.

All those arguments you talk about are nothing more than issues that are generally agreed to make a work less enjoyable. That is not the same as being "objectively bad".

A Deus Ex Machina is not factually bad. A plot hole is not factually bad. They are just things the people tend to agree are unenjoyable. They could very well be a culture of aliens whose literature is full of plot holes because the aliens enjoy making up their own story to fill the hole, and in that culture a story without such holes is considered awful and pointless.

Those aliens wouldn't be enjoying "objective bad" stories, they'd just have a different perspective on story telling.
"Bad" is not inherently a [http://www.merriam-webster.com/dictionary/bad] subjective [http://dictionary.reference.com/browse/bad] word [http://www.thefreedictionary.com/bad].

And "objective" is not necessarily a philosophical term. The word objective has plenty of [http://www.thefreedictionary.com/objective] other [http://www.merriam-webster.com/dictionary/objective] meanings [http://dictionary.reference.com/browse/objective]. For instance, "not related to personal feelings," and "dealing with things external to the mind," "based on observable phenomena," etc.

So maybe I'm not being specific enough, for which I apologize.

When you're talking about critiquing something, you refer to something as "bad" when it fails to meet expectations. There is nothing subjective about this. If an artist, film maker, author, poet, developer, etc, sets out to accomplish X, and does not accomplish X, then they have failed. This would be considered "bad," and this could be considered "objectively bad," by simply looking at the facts, what the creator tried to do, how they failed to do that, and making an honest assessment. You could even say it is "objectively bad," because they failed to fulfill their objectives.

You say, "generally agreed," but you're argument hinges on this making it subjective. That's not true. The generally agreed upon conventions generally lead to to cohesive, intelligent story lines that provide adequate plot resolution, etc, and there is nothing subjective about this. In other words, we did not arbitrarily come to "generally agree" on what makes something "bad."

Regardless, having standards, even arbitrary standards, means you can now objectively measure how something matches those standards.

If someone says they're going to sing the national anthem of the United States, they're immediately setting a number of expectations. If they fail to meet these expectations, it can be agreed upon that they have done a bad job. If you sang in the wrong key, for instance, you would have done a bad job. Now someone may still enjoy your version of the national anthem in the wrong key, as this is their subjective opinion, but that doesn't mean that your singing was good. If someone says, "I'm going to intentionally sing the National Anthem out of key to achieve X," and they do so and achieve X, then it's no longer objectively bad because they have modified expectations. We could have a discussion about what measures its appropriate to judge that, and our criticisms might be different based on how we decide to measure that, but we can all agree that someone setting out to sing the anthem poorly is not the same as someone setting out to sing well and instead singing poorly.

A single Deus Ex Machina or a single Plot Hole is, in and of itself, certainly not "good." If you set out, from the beginning, to accomplish something with these devices, then you have set a different set of standards outside of the "generally agreed upon" standards, for which you are to be critiqued. Maybe you want to use these devices ironically or cynically to make a satire or some sort of statement or critique. Fine. But if you unintentionally commit these faux pas, then you have probably done a "bad" job, or certainly a "worse" job or "inferior" job than if you had not.

Your example of aliens who love plot holes is entirely irrelevant. They are not here. I do not care about the opinion of fictional aliens. And I think most human authors would find these alien artists to be "objectively bad."

Finally, lets bring it back to Mass Effect 3.

Mass Effect 3 is not bad because of 1 Deus Ex Machina. The plot is littered with Deus Ex Machina. The Crucible is a D.E.M., the Citadel becomes a D.E.M., the Catalyst is practically a literal god out of the machine.

Mass Effect 3 is not bad because of 1 plot hole. The plot would be unnavigable by land travel, due to the sheer number of holes and their enormous depth and circumference.

And, as I said, we can objectively say that this is true by simply examining the plot.

So Mass Effect 3 is full of Deus Ex Machina, its full of holes.

But that's not even the half of it.

You also have all sorts of other problems like genre shift, introducing characters and plot lines right at the end, undermining player agency, undermining the in game universe and the codex, undermining physics, ignoring details from earlier in the story, etc, etc, etc.

The ending post Harbinger Laser Hit is an incoherent mess. Stuff stops making sense. Characters become displaced from time and space, they appear randomly and inexplicably in impossible locations with no explanation for where they are, how they got there, what they were doing there in the first place. New characters and new plot lines are introduce, which negate existing themes and plot lines spanning the entire length of the franchise up until that point. New questions are introduced, and then not resolved.

The ending reminded me of surrealist films by David Lynch. Now, David Lynch films aren't "objectively bad," because he is intentionally making his films these way, so he can judged by a different set of standards(and if you don't want to, then you can objectively make an argument that surrealist films are bad regardless of artist intentions). Bioware was not trying to make a surrealist ending to Mass Effect 3. Hence they failed to deliver a cohesive narrative, hence they did a bad job. I can say this objectively by pointing to the criteria by which we judge such things.

BreakfastMan said:
[
It doesn't much. I was presenting arguments against Dio's opinion that there are objective ways to know if things are good or bad, by directly attacking his examples of objectively bad films. Wasn't really talking about ME3's ending, his statement was just something that stuck out to me and I decided to respond to. I have no real interest in discussing the ending further. I did enough of that back in March and April when it was still topical and relevant to do so; so much in fact that I am sick of discussion about it.
...
That is all well and good (I don't agree, but I would rather not get into a discussion about the interpretation of plot holes), but, and here is the thing, having plot holes does not make something objectively bad. It just makes it flawed.
Being "flawed" is "objectively bad." It's bad because it fails to meet expectations and is therefore flawed. It is objective because you can use an evidential argument to support this. If you simply want to swap words and replace "objectively bad," with "flawed," then by all means, knock yourself out, but I'll understand that you agree with me here.
 

BreakfastMan

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Uszi said:
BreakfastMan said:
It doesn't much. I was presenting arguments against Dio's opinion that there are objective ways to know if things are good or bad, by directly attacking his examples of objectively bad films. Wasn't really talking about ME3's ending, his statement was just something that stuck out to me and I decided to respond to. I have no real interest in discussing the ending further. I did enough of that back in March and April when it was still topical and relevant to do so; so much in fact that I am sick of discussion about it.
...
That is all well and good (I don't agree, but I would rather not get into a discussion about the interpretation of plot holes), but, and here is the thing, having plot holes does not make something objectively bad. It just makes it flawed.
Being "flawed" is "objectively bad." It's bad because it fails to meet expectations and is therefore flawed.
Being flawed is not objectively bad. If it was, there would be no story in human history that was not objectively bad. All stories have flaws. Every. Single. One.

Shadowkire said:
Having a plot hole does make a story flawed, having a dozen makes it bad.
I disagree. I don't think you can put an arbitrary limit on plot holes that make a story objectively bad.
 

crazyrabbits

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Falsename said:
Saying that "ME3 Sucks because of these reasons:...." is an opinion, in it's entirety. There's nothing factual about what you've said, it's ALL opinion.
Point out where I said the game sucks. Go on - show me. I didn't say that in my responses to you.

Hiding behind the "well, it's just your opinion" excuse is the mark of people who can't defend themselves when people call them out, or refuse to take part when someone presents a body of evidence. Everything I wrote is based off fact - yes, it's an informed opinion, but it's more valid than the standard "oh my god, this game is awesome!" drive-by posters who contribute nothing to the discussion and are quickly ignored.

Everything I mentioned - the EC adding plot holes, the backlash over the past few months, the demonstrated problems of the game via established literary concepts - that's all factual. You don't get to hide behind "it's my opinion" when it suits you. The criticism of the game from writers like Rhiannon Pratchett and outlets like Forbes/The New Yorker doesn't magically disappear when you want it to. The game's (still) broken quest system and lingering game bugs don't change just because you refuse to admit they exist.

I thoroughly enjoy ME3, and I'm not telling people why they should as well.
Sure you did. You came on and made a post begging people to read it, and I made an argument that, currently, you haven't disproven.

I think you have a lot to learn about online debating if you're that quick to hide behind a nonsensical argument.
 

MrDelicious

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Does anyone else feel a little annoyed that they keep releasing story dlc for what was meant to be the finale? I mean this was meant to be the end, and they just keep adding and adding more story that really should have been there in the first place. I'm still annoyed at multiplayer too, I should not have to play multiplayer to fix up my single player.
 

Uszi

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BreakfastMan said:
Being flawed is not objectively bad. If it was, there would be no story in human history that was not objectively bad. All stories have flaws. Every. Single. One.
Lets not be absolutists.

To the extent one work has more flaws than another work, the latter can be objectively said to be inferior to the first.

I never said something had to have "no flaws" to be "good." Just that we can establish non-arbitrary measures by which to measure goodness and badness, and this makes our opinion on such matters objective.
BreakfastMan said:
Shadowkire said:
Having a plot hole does make a story flawed, having a dozen makes it bad.
I disagree. I don't think you can put an arbitrary limit on plot holes that make a story objectively bad.
And yet, the more plot holes you have, the less cohesive and enjoyable the story is. Unless we want to get into the problem of induction here, I think we can both agree that if we read 1,000 works of fiction, and then categorized which ones were more cohesive, made more sense, delivered a more satisfying experience, etc, we'd find a pretty strong positive correlation between those desirable traits and the (relative) lack of plot holes.

So, based on the entirety of human experience, we know that the more holes in your plot, the worse the experience. This makes our bias against works with plot holes non-subjective, because it is evidence based.

Now, again, you could subjectively eschew such things, and say, "You know what, I like this for non-rational, non-evidence based reasons. It just makes me feel good, or whatever."

Fine. That is your subjective opinion of the object in question.

The object may still be objectively bad.
 

BreakfastMan

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Devoneaux said:
What I got from him was this:

Plot holes are objectively bad since there has yet to be anyone who truly believes plot holes to be good.

Therefor, A story is bad because it has plot holes.

Makes a certain kind of sense:
If you consider the quality of something to be a binary scale of "good" and "bad", it does. Things don't work that way in reality, though.

At no place of learning that I know of, will you be taught to write this way, because stories are not and should not be written this way.
What exactly are you trying to say here? That plot holes are intentionally put into stories? Because that is really the only message I can extract from this sentence.

However, stories can and cannot be objectively written correctly.
And what exactly does this statement have to do with anything I have been saying?
 

Uszi

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MrDelicious said:
Does anyone else feel a little annoyed that they keep releasing story dlc for what was meant to be the finale? I mean this was meant to be the end, and they just keep adding and adding more story that really should have been there in the first place. I'm still annoyed at multiplayer too, I should not have to play multiplayer to fix up my single player.
On the Bioware Social Network, those who drink the Bioware Kool Aid believe that all of the story DLC is a primer for a "Real Ending" DLC, which they had to release as DLC because EA was breathing down their necks to get the game done months ago.

There's a thread about it somewhere.... here:

http://social.bioware.com/forum/1/topic/355/index/13110654/1

Enjoy!
 

BreakfastMan

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Uszi said:
BreakfastMan said:
Being flawed is not objectively bad. If it was, there would be no story in human history that was not objectively bad. All stories have flaws. Every. Single. One.
Lets not be absolutists.
It smacks of hypocracy when you tell me not to do the same thing you just did...
To the extent one work has more flaws than another work, the latter can be objectively said to be inferior to the first.
If one could objectively measure all the flaws of a work, I might agree with you. As it stands, one can only objectively measure some of the flaws of a work.
I never said something had to have "no flaws" to be "good."
Yes, you did. You said that something that is flawed is objectively bad. That is the same as saying that something with no flaws is objectively good.
Just that we can establish non-arbitrary measures by which to measure goodness and badness, and this makes our opinion on such matters objective.
We can establish some non-arbitrary measures. We cannot objectively measure the goodness or badness of a story as a whole, because some of the measures are necessarily subjective.
BreakfastMan said:
Shadowkire said:
Having a plot hole does make a story flawed, having a dozen makes it bad.
I disagree. I don't think you can put an arbitrary limit on plot holes that make a story objectively bad.
And yet, the more plot holes you have, the less cohesive and enjoyable the story is. Unless we want to get into the problem of induction here, I think we can both agree that if we read 1,000 works of fiction, and then categorized which ones were more cohesive, made more sense, delivered a more satisfying experience, etc, we'd find a pretty strong positive correlation between those desirable traits and the (relative) lack of plot holes.

So, based on the entirety of human experience, we know that the more holes in your plot, the worse the experience. This makes our bias against works with plot holes non-subjective, because it is evidence based.

Now, again, you could subjectively eschew such things, and say, "You know what, I like this for non-rational, non-evidence based reasons. It just makes me feel good, or whatever."

Fine. That is your subjective opinion of the object in question.

The object may still be objectively bad.
This only works if the only measure of the quality of a story is the presence and number of plot-holes. This is not the case in reality.
 

Shadowkire

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BreakfastMan said:
Shadowkire said:
Having a plot hole does make a story flawed, having a dozen makes it bad.
I disagree. I don't think you can put an arbitrary limit on plot holes that make a story objectively bad.
The limit isn't arbitrary, though it is subjective.

Most works of fiction have a plot hole or two, but such few flaws can be overlooked, unnoticed, and ignored. But as the number of plot holes increases the ability of anyone to understand the plot diminishes. As soon as this lack of understanding becomes a detriment to the purpose of the story(in this case entertainment/fun) the story is a bad one. This is of course subjective because different people have different tolerances, however the number of plot holes and inconsistencies in ME3's ending exceeds the ability of anyone to understand without being the people who wrote it.

An analogy would be listening to someone talking over a cellphone with bad reception. If the person's voice cuts out only a little, causing you to miss a word or syllable here and there(the occasional plot hole) you are still able to understand what that person is saying. If the reception is worse, causing you to miss a few words at a time and allowing you to catch only a few whole phrases(many plot holes) then you cannot understand what the person is saying. You can make some guesses as to what the person was saying based on what little you understood, but if that person was supposed to tell you something important you would be compelled to find another means of communication so that person can repeat his/erself. In other words, the entire first attempt at informing you failed, it went badly. Outside of the analogy the ME3 story failed because it can not be understood beyond broad guesses based on what little we could understand, it was bad.
 

BreakfastMan

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Devoneaux said:
Okay first things first; i'm going to have to ask that you stop slicing up my argument and only addressing bits and pieces. It was aggravating when Boudica did it, and it's aggravating when you do it.
Sorry that you feel that way. I mainly do it to address different parts of your argument and cut out any bits I find extraneous.
What I am saying is that Plot Holes are not intentional, they are the result of poor writing, and not one person would say otherwise (unless they were interested in just arguing.)Wether or not you enjoy something is a matter of opinion. W ether or not that thing you enjoy is sloppily written is not.
As I have said before, this only works if the measure of whether or not something is sloppily written is a binary measure, sloppy or not sloppy, which I do not think is the case. To take a famous example, is Citizen Kane as a whole sloppily written because it has one plot hole in the beginning of the film?